Which is what I already said - ie. Art>Tech.
You know, it disturbs me that a couple of Kotaku guys are quoting this thread...I feel that these people might just repeat the entire argument all over again rather than read the posts (points at Kotaku reply "The Wii isn't more powerful. If you want an in depth discussion...led by actual programmers go [to Beyond3DForums]").
It disturbs you that I pointed uninformed people to here (a place frequented by experts on the subject)? Why?
You can only give people true info. What they do with it from there is outside your control.
So if stencil shadows (D3) does have a lot of stress in the CPU with more polys what other technics could be used in SH to cast shadows in and from every snowflake?
So if stencil shadows (D3) does have a lot of stress in the CPU with more polys what other technics could be used in SH to cast shadows in and from every snowflake?
IGN has a better quality/framerate video but lacks some dialogue for uncertain reasons. (The entire clipped is subtitled for that matter. I guess it was a very rushed cut to get press material out in time?)IGN UK said:First things first, it is a very pretty game and, although some way short of the glitz of current-gen visuals, it features all manner of graphical trickery - from HDR and SH lighting to global illumination and other specialised filters - that do raise the title above the typical technical finesse of other Wii games. For instance, in the opening moments of our demonstration, impressive fire effects cast shifting red highlights across the environment, while glowing embers danced in the air. Elsewhere, characters display a significant increase in definition and detail - particularly your on-screen companion - and cast real-time shadows which, in a nice touch, disappear completely in the blinding flash of your muzzle.
I happen to think the animation rocks in The Conduit. Every time I'm scrutinizing videos for normal mapping and specular effects, I get distracted by how well the characters are animated. IMO, it's right up there with Naughty Dog's best (at least on PS2).The Conduit for example may be employing all sorts of "advanced techniques" but the actual artistry of the geometry and animations looks kinda like ass (doesn't mean it won't be fun!).
I happen to think the animation rocks in The Conduit. Every time I'm scrutinizing videos for normal mapping and specular effects, I get distracted by how well the characters are animated. IMO, it's right up there with Naughty Dog's best (at least on PS2).
IGN: Is Wii really capable of true normal-mapping? Is that feasible in-game?
Scott: Yes, absolutely. Our artists create tangent space normal maps and apply them to models just as you would for any other platform. Our tools compress them into Wii specific formats and the renderer uses them for advanced per-pixel lighting, reflection, and refraction. At first we in ATG were concerned about the performance of these techniques on the Wii but found that it was capable of far more than we initially expected. Not only were we able to do normal mapping but we implemented a full unified lighting model that allowed for true per pixel lighting calculation from many dynamic lights, combined with radiosity light maps, and a projected texture light (more to come), on complex multitexture materials with detail mapping, UV animation, specularity, color gloss maps, HDR and much more, all in a unified configurable pipeline. The key was our engineers experience and understanding of the underlying mathematics and physical principals of light and rendering. We were able to remap standard rendering techniques to the unique hardware in the Wii in a way that allowed maximum flexibility, but we didn't stop there. We developed several new Wii hardware specific tricks and techniques like Dynametric Light Tightening, Reframbriance, and ¡Approxiflexion! that contribute to The Conduit's performance and unique graphics style.
Eric: The techniques our artists use to generate their art assets are functionally identical. They create high resolution meshes in Zbrush to generate normal maps which are applied to lower resolution game models.
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Scott: The Wii may not have a programmable shader unit but it does have very flexible and powerful multitexturing abilities. A solid understanding of the Wii texturing hardware is prerequisite for just about any advanced graphics technique you will implement on the platform.
My fave partWe developed several new Wii hardware specific tricks and techniques like Dynametric Light Tightening, Reframbriance, and ¡Approxiflexion!