Yep, this game had polygonal texturized objects.
And, yep, a 486/50MHz didn't do it too smoothly already.
I remember playing it (GREAT game, heavily underrated, by the way) on
a 486/33MHz, which was already near to the no-fun-border.
But let's do the maths:
An Intel 486/33MHz CPU gives an output of 20 MIPS.
The ARM 60 CPU does 10 MIPS, plus some additional MIPS of the FPU.
BUT: The 486/33MHz has to do all the work itself, while the ARM 60 gets
some help in texturizing the 3D models (which is quite a major task
for the 486 CPU, I suppose) from the Cell engines.
I would say, yes, establishing a playable code on the 3DO is not that unrealistic.
Enthusiastic 3DO homebrew programmers: Go for it!!
