Hello @jeffrey.thrash ! Nice to meet you… I’m not at home, so I’ll start by the end 
The game is locked to 30fps. Would do perhaps 40fps without the shadows.
For shadows we use a methode called shadow volumes, something that was used in games like Doom 3 but never atempted on the DC (afaik). We can project them from anything, but it’s better use a simpler model to facilitate the real time processing… but is real shadows coming from the projection of object contour on the floor. I encouraged Miguel to use this methode but was him that made it happen.
Textures!? DC fears no texture size
it has 8 Mb, but by using compressed textures is more like 48Mb of texture memory (much more than the 4Mb from the PS2). We use mostly 512×512 textures. Sand, sky, houses… that’s all 512×512. Some sprites like Chimeney Smoke is 1024×1024.
vegetation is 256×256, coins are 128×128 I think (may be 64×64).
I made models for unity games in 2009 more limited.
Dreamcast has yet 16Mb of system ram, that’s for animations, ai, code, the 45000 triangles in scene (Rhyo alone uses 3000) etc and still 2Mb just for the sound.
It can do bump map, environment reflections and even normal maps, but at great performance expense, needs face duplication (process the same face twice), so we didn’t use those to keep the draw distance huge.
We were limited mostly by the Dream Disc rules that imposed a 70Mb limit. We had the FMV at 512×256 with stereo 41000hz (runing perfectly fine from the CD) but that alone used 110Mb of disc space… so we did it at 352×176 and trough heavier encoding got it to 40 Mb.
Dreamcast cds top at 1Gb, but if we can do a 4 discs game, we can top anything from the PS2.
Hope I didn’t forgoth any question
thank you very much for placing them. I’m really happy you enjoy.