I hadn't seen that Dewey video before. That actually looks pretty darn good.
Yeah, it's one of my more anticipated games. :smile:
I hadn't seen that Dewey video before. That actually looks pretty darn good.
Here's a question: Now that normal mapping is confirmed possible on the Wii, do we know if there's a limit to how much normal mapping a game can use? I'm sure it'll eat up fillrate, but could there other limitations due to the Wii's weaker hardware? Let say the Wii has a game like Dynasty Warriors with like 20 characters on screen, is it possible for all 20 of them to have normal mapping? If I have 10 characters on screen instead of 20, could each of those 10 characters have more normal mapping on them than having 20 characters on-screen?
The reason I ask is that normal mapping has the potential to save up polygons and them used for other things. I mean, Leon in RE4 is composed of 10,000 and he looks virtually flawless. He might not have as much facial detail compare to the more modern games, but his face is still very smooth and organic looking. I saw the little explanation on Epic's website on normal mapping, and saw how they could turn a 5,000 polygon character into something with far more detail than Leon could look with just regular polygons! All I really ask for is to have organic looking human characters and RE4 on GC could already provide that.
It shouldn't be, but the reality is that Conker is perfectly "next-gen" monicker compliant. Conker BFD is a impressive display of rendering technology, and save for its SDTV inherent nature, it schools more than a so called X360/PS3 game. It sports a shakey framerate, though, but given that most games we were presented with on X360/PS3 do also struggle to render at 30Hz, it can't be reasonably held against a Xbox, first of the name, game.Hell, look at Conker for the X-Box. That game looks damn near next gen to me.
It shouldn't be, but the reality is that Conker is perfectly "next-gen" monicker compliant. Conker BFD is a impressive display of rendering technology, and save for its SDTV inherent nature, it schools more than a so called X360/PS3 game. It sports a shakey framerate, though, but given that most games we were presented with on X360/PS3 do also struggle to render at 30Hz, it can't be reasonably held against a Xbox, first of the name, game.
But then again, we are talking about a game from what I consider the most technology savvy development house Microsoft Game Studios owns, so it might be expected to see it hold it own very well against newer game on new consoles.
NV2A and it programmable capabilities gave enough tools to the best developers last gen to create complex and well featured renderers that can compare nicely with SM3.0 compliant engines running on Xenos/RSX. And yeah, I'm being apologistic toward developers who couldn't pull impressive engines on X360/PS3... Talk about lowering my expectations and rising the entry level for being worth of my negative remarks about laughingly bad renderers; eveidence that's we're hitting a perculiar point in time for dimishing returns.
Anyway, comparing top developers work on well featured hardware last gen against X360/PS3 games, as-is, is not really telling the whole story.
Now, you may argue that the thread is about the Wii and that I only adressed the X360/PS3... Well, yes indeed I did just that. But, I will let you conclude on your own what I think about many Wii games engines when I do consider Conker BFD's rendering engine more impressive than many X360/PS3 games' renderers.
Honestly, only Super Mario Galaxy and its nice use of EMBD and radiance transfer/occlusion information to color/ambient textures on Wii, as far as I'm concerned, compares in a positive manner with Conker BFD... And, yeah, I've seen many (if not all) footages and pictures from Wii games. When I didn't play the games. In this case, I don't feel bad for being overly apologistic toward Wii developers, though. They're doing what they can with what they were giving, if you ask me.
Of course, some nice thing can be done, notably static PRT effects like the ones in SMG (also like the ones in Hot Shot Golf 5 on PS3), but these things are much more subtle on more intricate and realistic designs and do not standout as much. So, yeah, nice things can be done, but I repeat, I can't get myself to argue about teh developers (un)willingness to produce complex renderer on Wii, when they're working with what they were given, which is not the pinnacle and the state of the silicon art.
It shouldn't be, but the reality is that Conker is perfectly "next-gen" monicker compliant. Conker BFD is a impressive display of rendering technology, and save for its SDTV inherent nature, it schools more than a so called X360/PS3 game. It sports a shakey framerate, though, but given that most games we were presented with on X360/PS3 do also struggle to render at 30Hz, it can't be reasonably held against a Xbox, first of the name, game.
But then again, we are talking about a game from what I consider the most technology savvy development house Microsoft Game Studios owns, so it might be expected to see it hold it own very well against newer game on new consoles.
NV2A and it programmable capabilities gave enough tools to the best developers last gen to create complex and well featured renderers that can compare nicely with SM3.0 compliant engines running on Xenos/RSX. And yeah, I'm being apologistic toward developers who couldn't pull impressive engines on X360/PS3... Talk about lowering my expectations and rising the entry level for being worth of my negative remarks about laughingly bad renderers; eveidence that's we're hitting a perculiar point in time for dimishing returns.
Anyway, comparing top developers work on well featured hardware last gen against X360/PS3 games, as-is, is not really telling the whole story.
Now, you may argue that the thread is about the Wii and that I only adressed the X360/PS3... Well, yes indeed I did just that. But, I will let you conclude on your own what I think about many Wii games engines when I do consider Conker BFD's rendering engine more impressive than many X360/PS3 games' renderers.
Honestly, only Super Mario Galaxy and its nice use of EMBD and radiance transfer/occlusion information to color/ambient textures on Wii, as far as I'm concerned, compares in a positive manner with Conker BFD... And, yeah, I've seen many (if not all) footages and pictures from Wii games. When I didn't play the games. In this case, I don't feel bad for being overly apologistic toward Wii developers, though. They're doing what they can with what they were giving, if you ask me.
Of course, some nice thing can be done, notably static PRT effects like the ones in SMG (also like the ones in Hot Shot Golf 5 on PS3), but these things are much more subtle on more intricate and realistic designs and do not standout as much. So, yeah, nice things can be done, but I repeat, I can't get myself to argue about teh developers (un)willingness to produce complex renderer on Wii, when they're working with what they were given, which is not the pinnacle and the state of the silicon art.
In this case, I don't feel bad for being overly apologistic toward Wii developers, though. They're doing what they can with what they were giving, if you ask me.
It's not my intention to make this next question OT, but isn't it a bit disrespectful to a consumer of a nintendo platform to hear 3rd party positions like that? What I'm referring to is the unwillingness to make most of what is there and expect us to pay full price for it.
The problem is that a lot of the games people complain about on Wii have the PS2 or the PSP as lead platform. And the reason for that is simple, the Wii hardware capability is in the same category as the PSP/PS2/GC/Xbox (in that order) family and for that it gets, like the GC and the Xbox, games that have PS2 as lead platform. Just like most last gen multiplatform games didn't take much advantages of the Xbox or the GC capabilities (nor did they take fully advantage of the PS2 capabilities) the Wii will suffer the same fate in numerous cross platform scenarios.I disagree with that. You see, people claim that the Wii is GC 1.5 due to the graphics, but IMO they should have called it GC - with most of the garbage we're seeing. Many games don't even look on par with GC! Look at the first Manhunt 2 screens on IGN. I mean, games like Escape From Bug Island even looks on par with Dreamcast. Have you seen Spiderman 3? The city looks like something rendered with the FX 2 chip from the SNES. It doesn't even look like the developers are taking advantage of what the GC had to offer.
I will ignore the part about the maturity of such a point of view, since it seems out of place to argue such a thing, I will just address the point "should we be lenient toward developers who do not strive to offer the best renderers Wii is capable of?"It does seem to be a counter productive and immature attitude towards game development.
The first thing I did after playing a bit of Conker was to try Starfox, just to see the progression, and thus not to rely only on my recollection of the game.Star Fox Adventures looks on par with Conker IMO.
Many developers will tell you that they had at the beginning on this new generation a meeting to talk and decide what is "next-gen," visually speaking. They of course R&D ideas and thus to prove or disporve their ideas. And all will tell you that more polygons and more textures is not enough to that "next-gen" monicker. Now, the guys were talking about 10 -100x fold leap in terms of polycount. Try to imagine having only half more polygons to work with, and the exact same (limted) feature set, running half faster, to work with. Do you really expect that to make a visual difference? The Xbox is multiple time faster in most areas than the PS2, do Xbox games that do rely on features that the PS2 can handle (texturing, polygons, distortions) look visually to be on a different league?
So, expecting a visual leap from a 50-100% processing speed increase is an unrealistic expectation.
Many developers will tell you that they had at the beginning on this new generation a meeting to talk and decide what is "next-gen," visually speaking. They of course R&D ideas and thus to prove or disporve their ideas. And all will tell you that more polygons and more textures is not enough to that "next-gen" monicker. Now, the guys were talking about 10 -100x fold leap in terms of polycount. Try to imagine having only half more polygons to work with, and the exact same (limted) feature set, running half faster, to work with. Do you really expect that to make a visual difference? The Xbox is multiple time faster in most areas than the PS2, do Xbox games that do rely on features that the PS2 can handle (texturing, polygons, distortions) look visually to be on a different league?
So, expecting a visual leap from a 50-100% processing speed increase is an unrealistic expectation.
How can you measure effort though? If you don't know what the hardware is capable of, you don't know what devs can achieve and if they're being lazy or not. Consider a small, black box of know distinguishing features. An unknown dev house demo's a game running on it that is comparable to RnC on PS2. Do we say 'well done they've tried and got great results' or 'is that all they could manage? I hope other devs achieve more!'? It depends what's in the box. If you find out it's a PS2, you are impressed. If you find it's a PS3, you are disappointed.I don't think anyone is asking for miracles out of the Wii,just a real effort.
How can you measure effort though? If you don't know what the hardware is capable of, you don't know what devs can achieve and if they're being lazy or not. Consider a small, black box of know distinguishing features. An unknown dev house demo's a game running on it that is comparable to RnC on PS2. Do we say 'well done they've tried and got great results' or 'is that all they could manage? I hope other devs achieve more!'? It depends what's in the box. If you find out it's a PS2, you are impressed. If you find it's a PS3, you are disappointed.
The problem with the Wii is we don't know what the maximum results are going to look like, so we have no idea if the RnC looking title on the black box is impressive or not. We don't know when looking at that game whether the developer has tried and this is the best they can come up with (and as Farid points out, for most devs the 'best' is well short of the platform's maximum capabilities), or is being slack and tardy.
Farid's other point is that rather than being an unknown black box, we actually have some info on it's innards, and that info would lead many to think that the maximum capacity of the hardware isn't far removed from GC. Thus when a title doesn't look far removed from a GC title, it might actually be the dev trying quite hard and that was the best they came up with. The effort may be there, but the results are below what some people are expecting, and they instead see the fault as lying with the develop rather than the hardware.
I think Iwill has a good point in specific GC engines, and if Wii were to get proper GC engine upscaled to its hardware, rather than PS2 cross-platform engines, you'd expect a more pronounced improvement. Still, a big question is what do people actually notice? You get people looking at Forza 2 and saying it looks like Forza, or Halo 3 looks like Halo 2, or Motorstorm looks like it's CGI trailer. Even large differences can go quite unappreciated if it looks fundamentally similar. Rendering with more polys, better quality, and more lighting, can produce something that's just a bit better and which without direct comparisons many a folk would think wasn't improved at all. Consider one game that uses simple round soft shadows for 20 critters on screen. Now consider exactly the same game but with stencil shadows instead. You've suddenly got a big increase in the amount of vertex work to do, but the visual differences is pretty minor. Side by side you'd spot the difference, but if after playing the simple shadow game you leave it a couple of months and then play the complex shadow version, you may well have forgotten the original had simple shadows and think it's exactly the same and not appreciate the extra work the machine is doing.
That may be a big factor in Wii. Those improvements that the hardware is capable of may actually in effect, but people aren't noticing, because the results are still close to GC's. I do also wonder if the trailers Nintendo showed before Wii was as understood as it is now haven't got people's hopes too high. The trailer showings of Pokemon and Pangya were fantastic, and (it seems) beyond the abilities of the machine. Where everyone looked at Sony's E3 showings and said 'it's impossible! They're lying to us!' I think they looked at Nintendo's showings and said 'Nintendo never lie and Pangya really will look that good!' Now seeing titles still falling far short, they believe the hardware is that capable and the devs just aren't delivering, rather than appreciating the hardware choices Nintendo made and the limits they ahve imposed on devs.
That type of thinking is one of the reasons why Nintendo created the Wii in the first place; graphics has evolution to the point that where it is much more difficult for the average joe to determine next-gen from last-gen graphics.I think Iwill has a good point in specific GC engines, and if Wii were to get proper GC engine upscaled to its hardware, rather than PS2 cross-platform engines, you'd expect a more pronounced improvement. Still, a big question is what do people actually notice? You get people looking at Forza 2 and saying it looks like Forza, or Halo 3 looks like Halo 2, or Motorstorm looks like it's CGI trailer. Even large differences can go quite unappreciated if it looks fundamentally similar. Rendering with more polys, better quality, and more lighting, can produce something that's just a bit better and which without direct comparisons many a folk would think wasn't improved at all. Consider one game that uses simple round soft shadows for 20 critters on screen. Now consider exactly the same game but with stencil shadows instead. You've suddenly got a big increase in the amount of vertex work to do, but the visual differences is pretty minor. Side by side you'd spot the difference, but if after playing the simple shadow game you leave it a couple of months and then play the complex shadow version, you may well have forgotten the original had simple shadows and think it's exactly the same and not appreciate the extra work the machine is doing.