It looks like the Nanostray 2 programmers have figured out ways to make the DS do stuff it wasn't designed to do. Metroid Hunters also seemed to push the machine way past its intended limits, the results should be interesting.
Original Spanish:
Spanish here: http://www.vandal.net/cgi-bin/verreportaje.pl?n=90
Translation here: http://www.neogaf.com/forum/showthread.php?t=142887
Since Factor 5 is gone, maybe Nintendo can get these guys to design a graphics engine for Wii.
\Our R&D discovered that the DS graphics hardware can actually do quite some more things than the technical specs tell. So using some tricks we were able to use the hardware to create a number of new of ’shaders’ that are not available in any other DS game so far. Our graphics system can do phong shaded textures, multi texturing, dual texture and environment mapping, ‘zbuffer off’ writes, real-time lighted particles and some other stuff. A lot of work also has gone into the particle system. Where Nanostray 1 used just some dozen of particles on screen Nanostray 2 uses often a couple of hundreds. The new particle engine is not only eyecandy. All particles can now also have physical behavior to allow things like gravity and collision.
Original Spanish:
Nuestro equipo de investigación y desarrollo descubrió que el hardware gráfico de Nintendo DS puede hacer bastantes más cosas de lo que las especificaciones técnicas dicen. Así que usando algunos trucos hemos podido usar el hardware para crear una serie de nuevos shaders que no están disponibles para cualquier otro juego de DS hasta ahora. Nuestro sistema de gráficos puede hacer texturas con pong shading, multitexturas, texturación y environment mapping dual, escrituras “zbuffer off”, partículas iluminadas en tiempo real y algunas otras cosas.
Spanish here: http://www.vandal.net/cgi-bin/verreportaje.pl?n=90
Translation here: http://www.neogaf.com/forum/showthread.php?t=142887
Since Factor 5 is gone, maybe Nintendo can get these guys to design a graphics engine for Wii.