Probably the most truly flattering thing I could ever hear as a DC developer who is more on the SDK side than actual gamedev/application-layer typically. 

Yes, the quality of homebrew for DC and our ability to not only approach the quality of the commercial titles, but sometimes exceed them and do things they never even did with the console, has DRASTICALLY improved within the last few years. 

Not only that, but simultaneously, we've managed to lower the barrier-to-entry to allow for people with no console programming experience to start being productive and producing for the Dreamcast with minimal hassle. Just check out the 24 entries we got from our "DreamDisc '24" GameJam this year. Absolutely humbling how many submission we got, and MANY are not from experienced console homebrewers. 

Suddenly I don't hear "zomg why aren't you using Katana/WinCE" every other minute anymore. Suddenly the guys who show up using the commercial devkits are swapping to KOS and telling us how much better it is.

We are very fortunate for the sense of camaraderie that exists within our scene, which is one where both commercial and open-source developers not only coexist, but actively collaborate. It's a community where people like jnmartin or skmp and the rest of us on the GTA3 team actively try to give back to KOS and the rest of the community as our titles are pushing its limits or are encountering bugs.

It's the kind of community where people who have vested financial interests in having their own "secret sauce" that they safeguard and gatekeep to bolster sales do the opposite. @kazade, the developer of the Simulant engine and Driving Strikers, is the same guy who is maintaining his custom OpenGL and OpenAL drivers open-source as part of KOS. Or @rkilgariff, Harlequest developer, is also someone who has contributed to KOS and brings it to our attention every time they run into a bug. Then freaking jnmartin has contributed example code back to KOS from his Doom64 work and has selflessly shared all of his bump mapping findings and wisdom with the rest of us, rather than keeping it for himself...

We're the type of community, where--I shit you not--I've literally witnessed the lead dev of one engine give out the T&L secret optimization sauce to an upcoming developer of a totally competing engine, just because that's the kind of community we are. We put the Dreamcast first, which is why, it was basically inevitable that KOS would eventually get to this point. Eventually it was going to happen... There's just too much passion and too much talent for the outcome to not have been inevitable, and it has been a beautiful thing to be a part of!