Resident Evil 3: Nemesis saw a number of re-releases since 1999, and is currently available on at least five consoles.
The third-party developer, MediaKite, published the first PC port of the game in June 2000. Based on the box, the recommended processor power was 266 MHz, with a minimum of 200. A bare-minimum of 48MB of RAM was required to run the game, though 64MB preferred. The game itself was 250MB in size but could be played from the disc with only 20MB of save data added to the player's hard drive. Background renders of the game were displayed in 640x480, 16-bit High Colour.
As Capcom at the time relied on third parties to publish games in Europe, Eidos is responsible for the European Windows 98 port. The game was released in November 2000.
A number of alterations were made to the game, such as the unlocking of the Boutique Key at the start of the game with two new outfits for Jill. The Mercenaries - Operation: Mad Jackal is also playable by default, and runs from a separate .exe file. The decision to unlock The Mercenaries from the start (As opposed to "Next Game" Save) was because of the decision to enable scores to be sent to a Capcom server, where top-scores would be displayed on the game's official website. The feature has since been discontinued.
This version also had an "Arrange Mode" (based on the American version difficulty) beside the "Original Mode" (Japanese difficulty). Both of these feature Heavy Mode (Hard) And Light Mode (Easy). Despite the improvements, reviewers such as GameSpot noted "murky" backgrounds; "awful" fonts, and "blotchy and bad" cinematics in the PC version.
The Japanese developer SOURCENEXT produced a PC version in 2006 to update the game for Windows XP. FMVs were shown in an uncompressed quality at 60 FPS and without letterboxing. Backgrounds are otherwise still rendered as 640x480 images. The game required some 256MB of memory space and a 1 GHz processor to play.
The Dreamcast version which released later on, was based on the PC Version. The North American Dreamcast version was the first to be released anywhere in the world and is a port of the PC version. The Japanese version was the second Dreamcast version to be released anywhere in the world and is a port of the PC version. Unique to it is Arrange Game, which allows Japanese gamers to play the difficulty modes from the North American version. Also unique is online connectivity, using Netfront JV-Lite service. Using a Dreamcast modem, gamers could access the Biohazard 3: Last Escape homepage from Capcom. Initially, it was to feature costume selection in the title screen much like the PC Version (with descriptive text only, such as DINO, BIKER, DISCO) But was replaced with a descriptive visual costume selection similar to the one seen in Dino Crisis.
The Dreamcast versions of Resident Evil 3: Nemesis and Resident Evil 2 were also released to aid and support the release of CODE: Veronica on the console and introduce the players to the Resident Evil lore. 
Both North American and Japanese GameCube versions of the game were ports of the PS1 version of the game, instead of PC or Dreamcast versions. This version includes minor differences:
- The backgrounds in this version are the same as the PC port (640x480) and the FMVs (15 FPS) are basically lower color quality.
- This version has an updated/native render code that renders 3D models with floating points resulting in the models not showing any of the shaky/unstable/warping polygons effect seen in the PS1 Version (and other ports). The shaky/warping polygons were a result of the PS1 GTE (Geometry Transformation Engine) using a fixed-point sample to render the 3D polygons (as opposed to floats used in modern games) and also for being unable to display vertices and textures in a perspective correct manner.
- The title call voice has been replaced with one similar to the style of Resident Evil REmake and eventually Resident Evil 4.
- ↑ Dulin, Ron. "Resident Evil 3: Nemesis Review", Gamespot, 25 June 2001. Retrieved on 2016-12-05.
- ↑ https://gamedev.stackexchange.com/questions/49469/what-causes-polygonal-twitching-in-older-games
- ↑ https://www.microcontrollertips.com/difference-between-fixed-and-floating-point/