In the Dreamcast version of ''Dead or Alive 2'', the backgrounds display [http://ic.pics.livejournal.com/dknute/11391488/142806/142806_320.png 30,748] to [http://ic.pics.livejournal.com/dknute/11391488/142924/142924_320.png 51,894] polygons per scene, while the characters display [http://s1056.photobucket.com/albums/t366/Esppiral/Polucounts/JAN-LEEjpg2_zpsc0fada0d.jpg 8416] to [http://s1056.photobucket.com/user/Esppiral/media/Polucounts/Helena-costume-9_zps87ff8b15.jpg.html 9246] polygons each. This was the highest character polygon count in any video game at the time, surpassing ''[[Virtua Fighter 3]]'' (about 7500 polygons per character), and it was significantly higher than the polygon counts in games for other consoles and PC at the time. In comparison, the highest polygon counts for PC games at the time were up to 15,000 polygons per scene (''[[Quake III Arena]]'') and 2500 polygons per character (''[[Half-Life]]'').{{ref|[https://forum.thegamecreators.com/thread/46032#msg477010 Acceptable polygon count for FPS characters]}} The polygon count of ''Dead or Alive 2'' was surpassed by the Dreamcast game ''[[Shenmue]]'', released several months after the arcade release of ''Dead or Alive 2''.
In the Dreamcast version of ''Dead or Alive 2'', the backgrounds display [http://ic.pics.livejournal.com/dknute/11391488/142806/142806_320.png 30,748] to [http://ic.pics.livejournal.com/dknute/11391488/142924/142924_320.png 51,894] polygons per scene, while the characters display [http://s1056.photobucket.com/albums/t366/Esppiral/Polucounts/JAN-LEEjpg2_zpsc0fada0d.jpg 8416] to [http://s1056.photobucket.com/user/Esppiral/media/Polucounts/Helena-costume-9_zps87ff8b15.jpg.html 9246] polygons each. This was the highest character polygon count in any video game at the time, surpassing ''[[Virtua Fighter 3]]'' (about 7500 polygons per character), and it was significantly higher than the polygon counts in games for other consoles and PC at the time. In comparison, the highest polygon counts for PC games at the time were up to 15,000 polygons per scene (''[[Quake III Arena]]'') and 2500 polygons per character (''[[Half-Life]]'').{{ref|[https://forum.thegamecreators.com/thread/46032#msg477010 Acceptable polygon count for FPS characters]}} The polygon count of ''Dead or Alive 2'' was surpassed by the Dreamcast game ''[[Shenmue]]'', released several months after the arcade release of ''Dead or Alive 2''.
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Dead or Alive 2 (デッド オア アライブ2) is the sequel to Dead or Alive. It was released for Sega NAOMI arcade hardware in 1999 before being ported to the Sega Dreamcast in 2000. The PlayStation 2 version included English voice acting and other improvements.
In the Dreamcast version of Dead or Alive 2, the backgrounds display 30,748 to 51,894 polygons per scene, while the characters display 8416 to 9246 polygons each. This was the highest character polygon count in any video game at the time, surpassing Virtua Fighter 3 (about 7500 polygons per character), and it was significantly higher than the polygon counts in games for other consoles and PC at the time. In comparison, the highest polygon counts for PC games at the time were up to 15,000 polygons per scene (Quake III Arena) and 2500 polygons per character (Half-Life).[66] The polygon count of Dead or Alive 2 was surpassed by the Dreamcast game Shenmue, released several months after the arcade release of Dead or Alive 2.