The gamecube delivered a lot of performance per watt and form factor/size, but the internal rendering precision was only done at RGBA6. The Dreamcast used a slightly lower precision back buffer than the GC, but it rendered internally at RGBA8. The Gamecube also was limited to a 24 bit fixed point Z-buffer (unless the CPU's FPU were to be used) while the dreamcast did 32 bit floating point depth precision with infinite clip planes, which may not have been perfect, but it was more versatile overall compared to what the GC could do in that regard.
Do you have a reference that shows a 6-bit precisions limitation anywhere in the Flipper's pixel pipeline? I can't find anything that'd suggest this but I can't find thorough documentation either.. however I can at least confirm that it supports 24-bit framebuffer output and the TEV stages are 8+bits precision. I wouldn't call 24-bit Z depth much of a limitation for this level of geometry but of course you have to be careful with it.
The Dreamcast also relied on its CPU for its T&L. While that was way slower than the GC's HW non-programmable T&L, at least it could be done with more precision and more programmability (although I may be mistaken). Finally, the GC had awful texture compression.
This doesn't seem like a fair comparison; if you're going to talk about what DC could do with software T&L you should look at what GC could do with purely software T&L and not compare it to its hardware T&L capabilities. I don't know the exact floating point throughput of Gekko but it seems like it can at least do 2x32-bit FMADD per cycle, which would be half the throughput of Dreamcast's SH4 but over twice the clock frequency. So I'm sure it can transform more in software. Gekko's engineers talked about sustaining 2 FP2 SIMD instructions per cycle but I don't know what the exactly capabilities would have been.
And is S3TC really awful compared to Dreamcast's VQ compression?
Due to those issues, Metroid Prime could've actually looked better on the Dreamcast than how it was actually done on the Gamecube, but it would've probably only ran 1/4 the frame rate, which would've been unplayable. It's a shame that the Dreamcast didn't do rotated grid sample pattern for its AA, that it only used a 16 bit back buffer, and that it's filtering/mipmapping wasn't that great (and was costly to even use due to low texel fill rate), but the Gamecube actually wasn't any better in those regards either. The Dreamcast had much better, although not perfect, textures.
The problem with this kind of comparison is you can't just scale the polygon indefinitely on Dreamcast. The more polygons in the scene you have the more memory you need for binning them into tiles. Once you run out of memory you have to split it up into multiple passes and you start losing a lot of the advantages the GPU has, plus adding a ton of additional performance overhead.
Plus you're not really looking at the whole picture here, Dreamcast had a very simple pixel pipeline compared to GC's much more robust 16-stage TEV combiners.. most per-pixel effects you'd see there simply couldn't be done on Dreamcast without again resorting to multiple passes and outside of the precision impact this brings the performance hit is of course dire.. At this point you'd may as well be talking about what you could do with software rendering..
I had thought Nintendo always had disproportionately higher licensing fees than Sega in the Genesis/Super NES era and they were both carts. I had also thought that 3rd party Nintendo 64 games were more expensive than PS1 games not just because the former used ROM chips, but also because Nintendo wanted to make more profit off of the ROM chips than Sony did off of the discs.
Was I mistaken? Just wondering🙂
No idea, but I don't remember SNES games costing more than Genesis games on average. All I really remember was games like Phantasy Star 4 (24mbit cart) cost $100 and comparably sized SNES games (say, FF6) didn't cost that much.. but of course Sega wouldn't be subject to licensing fees on games they themselves were publishing so who knows what the reason here was.
No idea for N64 vs PS1 either, I have to wonder if this is even information anyone without a lot of inside knowledge at Sony and Nintendo could ascertain? All I really know is that third party N64 games weren't more expensive than first party ones, so no one was trying to recoup licensing costs.