Pearl Harbor Trilogy by a Swedish developer.
http://legendo.com/new-teaser-video-for-pearl-harbor-trilogy-–-1941-red-sun-rising-for-wiiware™
Pearl Harbor Trilogy by a Swedish developer.
http://legendo.com/new-teaser-video-for-pearl-harbor-trilogy-–-1941-red-sun-rising-for-wiiware™
My guess would be that no matter how much time they spend on optimizing for that hardware, it will never compare to the other consoles. So why bother throwing money and time at it? Does the majority of the audience even notice or care? That seems to be what Nintendo has proved with the Wii: it will sell as long as it finds a niche, graphics don't matter much. They probably learned that from their portables.
I bet MS and Sony wish they were selling millions of units of ~9 year old technology at $200. I also see that some of N's first party games are still at $50 even after being out for years now. Moneh MONEH!
IGNcube: Can you discuss your position at ATI and how you became involved with Nintendo® and the design of the Flipper graphics chip?
Greg Buchner: So, going back in history, in 1997 a lot of people left SGI (Silicon Graphics Inc.), which wasn't doing well, so a bunch of us started ArtX and we aimed at doing graphics in the PC space. In early '98 we started talking to Nintendo® about being their provider for the graphics and system logic for what has become GameCube. At ArtX I was vice president of engineering and part of the founding team of ArtX.
IGNcube: You say you began talking to Nintendo® in 1998. So from white paper designs and initial design to final mass production silicon how long was the development process?
Greg Buchner: Well, there was a period of time where we were in the brainstorm period, figuring out what to build, what's the right thing to create. We spent a reasonable amount of time on that, a really big chunk of 1998 was spend doing that, figuring out just what [Flipper] was going to be. In 1999 we pretty much cranked out the gates, cranked out the silicon and produced the first part. In 2000 we got it ready for production, so what you saw at Space World last year was basically what became final silicon.
I think Wii's base is more supportive of lots of small niches, as opposed to the "one big niche" audience of the HD consoles. Judging by software sales, the Wii audience is pretty diverse--and it can be, because developers don't have to sell 1m units of every game to make a profit. Everyone looks at the blockbusters, but when you get outside of the Wii's mega-hits, there are lots and lots of games selling in the 100K-500K range that are making money for smallish developers, and there's really no one dominating theme. It's everything from first-person shooters to fitness games.I think the Wii created its own gaming audience. Its own market. They didn't compete with MS and Sony, they walked right around them with their own plan. So maybe it's not a niche, but it is definitely something unique.
as opposed to the "one big niche" audience of the HD consoles.
Everyone looks at the blockbusters
I think Wii's base is more supportive of lots of small niches, as opposed to the "one big niche" audience of the HD consoles. Judging by software sales, the Wii audience is pretty diverse--and it can be, because developers don't have to sell 1m units of every game to make a profit. Everyone looks at the blockbusters, but when you get outside of the Wii's mega-hits, there are lots and lots of games selling in the 100K-500K range that are making money for smallish developers, and there's really no one dominating theme. It's everything from first-person shooters to fitness games.
Disclosure: As a young, single male, I have a PS3. As a young, single, engaged male, I'm pretty sure a Wii or its successor is in my future
I think Wii's base is more supportive of lots of small niches, as opposed to the "one big niche" audience of the HD consoles. Judging by software sales, the Wii audience is pretty diverse--and it can be, because developers don't have to sell 1m units of every game to make a profit. Everyone looks at the blockbusters, but when you get outside of the Wii's mega-hits, there are lots and lots of games selling in the 100K-500K range that are making money for smallish developers, and there's really no one dominating theme. It's everything from first-person shooters to fitness games.
Disclosure: As a young, single male, I have a PS3. As a young, single, engaged male, I'm pretty sure a Wii or its successor is in my future
Well lets hope the next Wii has decently substantial hardware for developers who want a good feature set with plenty of capability for realizing their visions. The cheap developers can still make their crap.
Why do you suppose shadows, especially self shadowing are so under utilized except in a few select titles on the GC then? I've noticed a few Wii titles trying to push the effect like Fun Fun Minigolf as well as Endless Ocean as being the only games that come to mind when it comes to pushing that much. Suppose it's memory heavy (wouldn't be an issue on the Wii then)? All the pieces to the puzzle to making a properly decent version of Far Cry for the Wii are here now..............this form of shadows (accept with no self shadowing), using bumpmapping for the water surface a la Super Mario Sunshine/Galaxy with added refraction. Bump and gloss mapping where it counts. I'd leave out normal maps though. Memory shouldn't be a constrain at all, especially with texture compression. I'm sure the Wii could meet those needs. Goddammit it kills me Man I'd love to have a proper FC with Wii controls. Vengeance controlled so well, but just looked and ran like ****. Maybe Crytek will bring Crysis to the Wii And yes I'm familiar with "Wii-sis". I'd try it out if I had a Bluetooth adapter.
Well...SMG is also a 60FPS game while Conduit is a 30FPS game, obviously conduit will be running more advanced shaders.Also I remember an HVS dev on the gamefaqs forums for "Conduit 2" stating that Conduit is running more advanced shaders than "Super Mario Galaxy", is there anyway to tell that by looking at the game ??
I'll mention the latest Red Steel game, it looks amazing for a wii tittle running and it runs at 60FPS game. Beside this I think No More Heroes looks pretty nice too.And are there any examples of tech heavy games besides "The Conduit" ?
And I'm wondering is there anyway you could see the Wii pulling off it's own version of games like "Grand Theft Auto IV" or "Red Dead Redemption" ?
SMG's artists really know how to use EMBM to great effect.I mean you'll have to be doing something cheaper to get double the frame rate.
It was just an example. =]
I was really asking to see if there was anyway I could see the less/more advanced shaders and point them out
You also forgot the art direction, which, IMO Conduit severely lacks.I think old Quake 2 looks better than The Conduit due to the clean image and framerate. Conduit looked awful IMO.
Yeah frankly I think the best looking Wii games are the ones that don't try to do realism at all. Realism fails on the Wii in every example. The other consoles blow it away. But Mario Galaxy and Mario Kart, for ex, have a nice simple look that reacts well to the basic effects Wii can dish out.