Really, is there a point to using normal map on the Wii besides showing off your e-peen? Seems like EMBM is a very good substitute without the heavy cost of performance. Is there something normal mapping can do that EMBM can't?
EMBM is just a simple method to distort your texture coordinates when rendering an environment map.
EMBM limitations:
- Works only on objects that have environment maps. Warps only the environement reflection texture, does not affect lighting (diffuse/specular) at all.
- Not in any way physically correct. Has all the same limitations as doing fake specular reflections with environment maps: The environment map is "rendered" from one point (not from all the object surface points) and the EMBM shift to the texture coordinate is just a addition, not a real calculated reflection vector.
- EMBM is not based on real dynamic lighting (it only distorts environment map texture coordinates). Environment maps are (most of the time) static (hand drawn by artists) forcing the lighting conditions to be static.
- If developer chooses, the environment maps can be rendered on real time to allow dynamic lighting, but the performance penalty for doing this is heavy. It's not something that Wii games will likely use. Swapping between different environment textures is also possible, but all the possible lighting conditions still have to be precalculated and stored into a large amount of environment map textures.
- To have both per pixel diffuse and specular lighting, all objects need to be rendered twice using different specular and diffuse environment maps. It still does not look as good as dot product (Blinn/Phong) diffuse/specular normap mapping because of the limitations described above.
As you see from the "Conduit" screenshots all the EMBM bump mapped surfaces are all shiny and reflective (heavily environment mapped). This is because the EMBM only distorts the environment map (without a environment map it does not work). Shiny "fake specular" environment map based bumps like these do not look realistic at all. It's a technique that does not work on dusty industrial looking scenes like Doom 3's really well.