DS to get facelift.

Skrying said:
Yep, that is untill they can get the same power as the Gamecube into a handle with great battery, which will use the same disc's of GC games. There was always a reason for those small discs........ I wish.

Greater tahn cube graphics thats for sure .

The new power vr moblie tech should be enough to come close to gamecube grpahics on the go.
 
Teasy said:
But adding bilinear filtering that's forced in hardware (transparent to the actual game) is a different matter.
Forced bilinear would undoubtedly lead to weird artefacting in games relying on the lego/checkerbox look of unfiltered texels. Besides, bilinear just looks like ASS on low-res displays/textures, frankly I'd rather be without it. It muddies things up.

Biggest gripe by far people had with the N64 was the blurry textures, well, here we go again with a bilinear DS!
 
That's a possible issue yeah (causing artifacts in some games), hopefully Nintendo could work around that.

With the N64 I think the problem wasn't one of filtering on a lower then 640x480 frame. It was more to do with N64's tiny texture cache, which meant very low res textures with a not so great bilinear filtering technique appied on top. DS has a bigger texture cache then N64, so with a good bilinear filtering solution (which N64 didn't have) it could look a lot better. You might be right, it might not look great but there's also a good chance it could improve DS's graphics quite a bit.
 
Last edited by a moderator:
wouldn't adding bilinear filtering require more memory to store mip maps and whatnot? i don't see it happening. the DS is already outselling the psp even with it's hardware disadvantage and astetic disadvantage. making the DS sexy would be cheap and easy. adding new features to the GPU would be expensive and troublesome.
 
Nope. Just when you fetch a texel you don't grab the nearest colour but interpolate the four nearest pixels of the texture. Doesn't needing anything more than a tweak of the texture pipes in the GPU.
 
It's not a perfect IQ solution. They could chuck in aniso and AA. But PS2 shows the advantage of bilinear filtering of textures without any level of mipmaps and it certainly makes a difference when trees are collections of blobs instead of colections of neat squares, and grass is blobby shades of green instead of regular green tiles.
 
Shifty Geezer said:
Nope. Just when you fetch a texel you don't grab the nearest colour but interpolate the four nearest pixels of the texture. Doesn't needing anything more than a tweak of the texture pipes in the GPU.

Are you sure that it actually has a GPU...? All we know is that it has two 32-bit ARM processors.
 
fearsomepirate said:
Are you sure that it actually has a GPU...? All we know is that it has two 32-bit ARM processors.

As I said earlier in the thread:

Yeah it does have a GPU (it even has a programmable T&L unit in there), that's why it has better graphics then the N-Gage despite having less CPU power. Publically nothing has been said about the GPU from Nintendo. But certain info has leaked out and if you do a search on this forum you should find some good info.
 
see colon said:
you propose they use bilinear w/o mip maps?
There's nothing technical that would stop it from working. In fact very few N64 games were mipmapped. Some of the few included wave race, goldeneye and perfect dark. You only NEED mipmaps for trilinear anyway, bilinear just like point sampling works fine regardless (though it looks crap in the distance of course, but that's a different matter).
 
jvd said:
I also beileve that the gba sp is going to be phased out next year to make room for a cheaper ds and micro

does the micro have a link cable connection and does the wireless GBA adapter fit it?
 
The mini looks beautiful. Just beautiful! I suppose we all have to sell our souls to apple to thank them for putting the electronics industry on this highly refined design-path. Considering how nice stuff is starting to look I wouldn't mind doing that. ;)
 
Guden Oden said:
There's nothing technical that would stop it from working. In fact very few N64 games were mipmapped. Some of the few included wave race, goldeneye and perfect dark. You only NEED mipmaps for trilinear anyway, bilinear just like point sampling works fine regardless (though it looks crap in the distance of course, but that's a different matter).

Mario64 used mipmaps too. The effect where the picture of Peach fades into Bowser as you get close was done via mipmaps/LOD.
 
Well, 'used' is a very limited term in this particular case then, because there's terrible texture aliasing all over Mario64.
 
Guden Oden said:
The mini looks beautiful. Just beautiful! I suppose we all have to sell our souls to apple to thank them for putting the electronics industry on this highly refined design-path. Considering how nice stuff is starting to look I wouldn't mind doing that. ;)

I'd rather not. I hate the direction this "designer" age is turning into. Looks over function every day more and more, its freaky annoying and not logical at all. Stupid humans.
 
Skrying said:
I'd rather not. I hate the direction this "designer" age is turning into. Looks over function every day more and more, its freaky annoying and not logical at all. Stupid humans.

/offtopic/

allow me to recommend a recently-released title to you - 'destroy all humans' by pandemic studios ; )
 
Skrying said:
Looks over function every day more and more, its freaky annoying and not logical at all. Stupid humans.
PSP is not at all looks over function, it's very comfortable to hold and use, and it looks dead sexxay. I bet GBA Mini is as comfortable to use in reality as it looks in pictures. The Revolution looks dead sexxay too, even the joy...stick. And those who've touched one says it fits very well into the hand.

I think you're over-generalizing. Before the design trend started, virtually all computer hardware was that butt-ugly uniform beige color. Were things really any better back then? NO! I'd say things were even LESS ergonomic back then!
 
Back
Top