I've heard claims from most reviews that the color in most GameCube games have a tendancy to look "more vibrant", notably the sleeper hit Beyond Good and Evil. I don't know if this has something to do with how GC handles textures or color compression. (I know for one thing banding occassionally occurs in some of the more popular 3rd parties)
I was wondering if all texture processesed are passed on to the S3 processor or if it's something software controlled. Could explain why some games look better on GC (RE4), while some do not (Metal Gear Solid: The Twin Snakes uses MGS2 engine. I also noticed alot of the PS2 games use alot of blur effects to keep the detail "consistent" throughout, which is something that Twin Snakes doesn't quite seem to "get," and also add the fact that it was handeled by a different dev other than Konami). To put it simply, is S3 always "on"?
Besides that, I've noticed only one game so far to utilize some S3 specific stuff is Timesplitters 2 (such as looking close to the walls). RL and RS3 (and some other games, too) might also have used them, but I probably haven't noticed because the S3 "assests" were already part of the art direction.
I was wondering if all texture processesed are passed on to the S3 processor or if it's something software controlled. Could explain why some games look better on GC (RE4), while some do not (Metal Gear Solid: The Twin Snakes uses MGS2 engine. I also noticed alot of the PS2 games use alot of blur effects to keep the detail "consistent" throughout, which is something that Twin Snakes doesn't quite seem to "get," and also add the fact that it was handeled by a different dev other than Konami). To put it simply, is S3 always "on"?
Besides that, I've noticed only one game so far to utilize some S3 specific stuff is Timesplitters 2 (such as looking close to the walls). RL and RS3 (and some other games, too) might also have used them, but I probably haven't noticed because the S3 "assests" were already part of the art direction.