even if the original Xbox was a little weak when it comes to exclusives, some were still quite nice like the racing games (PGR, Forza), but another point of interest for me is because the Xbox had the best version of many console only multi platforms from that era, and I would guess that an emulated Xbox would give better results than an emulated PS2? but I can understand the lack of interested compared to the PS2 (more exclusive and vastly more popular console) and gamecube (nintendo exclusives)
I actually thought the original Xbox had better exclusives than the X360 did (on the latter, the only two exclusives i found to be excellent were PerfectD 0 and Kameo the former not even being a complete timeless classic like the N64 sequel is).
Anyway, Galleon is the Original Xbox's most underrated game (imo, at least) and even I wasn't too dumb (although i used gamefaqs a little bit and i took quite some time) to beat that damn-fine game back in '04. And Toby Gard made the right choice to not do any sequels or spin-offs and it isn't one that I would replay since I was satisfied with the ending.
Lol at soundstorm being the limitation. It's a sound chip, and it's not even essentially to get it fully emulated to make the game work. The gpu is a far more complex beast, but it's probably just lack of interest. The biggest Xbox games, Halo and Halo 2, are on PC anyway.
Hey, some people want accuracy (it helps compatibility and maybe some programmers get satisfaction from seeing as many people as possible satisfied.. Edward Snowden probably would get satisfaction programming for everyone if he could be free from the clutches of tyranny, anguish, and the threat of torture... his feelings really get hurt when others are not thankful for his work and when others boss him around; myself and others could only request things from him and we should request what is good for more secession) and it could happen one day. Perhaps options of better trilinear filtering, 4x SGSSAA, per pixel depth, per pixel lighting are good ideas. compute shaders doing perfect shadow buffering simulation (and with SGSSAA not breaking it if possible) and compute shaders for perfect SM 1.0/1.1 simulation accuracy are a good idea (if i am not mistaken, int 32 and FP32 compute precision are enough for 100% accurate simulation of the half and less precision shaders used in nv2x). OpenGL is better than DX (one reason is that 32 bit log z is better for w-buffer emulation accuracy in extreme cases like parts of enter the matrix plus the other z formats are still possible in OGL).
All or some of the aforementioned may have just been brainfarts.
And the Xbox Classic ran every game in 480p component natively (as did S/PDIF IIRC) so interlacing issues won't be any more of a problem than they were for byuu (i know i am rather satisfied with the included gl filters other than that the version of higan i am using has some pixelation issues at least with the 3 or so driver sets i have used with it).