If you strike the fps down, the Wii shall become more powerful than you could possibly imagine.
Yup.. Kung-Fu Chaos used interlaced rendering. So, that was 640x240 for NTSC, or 640x288 for PAL. The reason for it was straightforward, in that it halved our fillrate cost. And we had lots of effects/particles that ate fillrate for breakfast. It also halved the amount of memory we needed for the display buffers. Of course, it meant that if you ever dropped out of 60Hz (50Hz PAL), the screen would look like crap, as you'd end up with the current field being duplicated (so it'd look like the resolution had halved for the period where you were out of a frame). But then I believe it was in our contract with MS that the game ran in a frame, so no real problem. Ahh.. so many memories.. :/
I'm still pretty convinced that the reason Kung-Fu Chaos isn't on the X360 backwards compatibility list is because we used this.
For PS3 i'd say that the rendering cost of 1080 is likely to be identical, regardless of whether the display mode is 1080i or 1080p. I'm guessing that you'd always need to render the full 1080 lines.. because you wouldn't be able to guarantee that someone wouldn't add some cost that pushed your framerate over 60Hz by bringing up an OS component of some sorts. Kinda like the way framerate is affected on the X360 if you hit the X360 guide button during a game... you'll notice it gets choppy while it has that blade stuff on screen (for video anyway.. most games go into pause mode). So, I think the days of rendering-half-your-buffer hacks like we used in Kung-Fu Chaos are long gone.
Dean
If you ran games at 5 fps, Wii games would look stunning on a frame by frame basis. Plain and simple the Wii is an underpowered machine IMHO however it the vain of going after casuals and non gamers and providing a cost effective inexpensive approach, Nintendo has only succeeded in the highest of terms. Only thing is they can't do this next time around, even the casuals will have high expectations.
I thought DeanA was never at NT. He was (is?) at SCEE Cambridge working on technologies.
I don't think running it at 5FPS would make that big of a difference. The Wii's limited RAM is something you couldn't get past by just cutting the FPS, same with the far simpler GPU, there's a lot of effects you couldn't get on Wii without rendering an image for seconds, minutes, or hours off the CPU to emulate nice shader effects.
Well there is always the option of only rendering as much as you can (v-sync turned off). A more graceful variation of this is "dithering" the rendering over the screen if the renderer can predict it's not going to be able to make a full screen, within the frames allotted time. I don't know to what extent this is possible on the Wii.
The Wii is plenty powerful for what it does. It can be argued whether you get enough for your money, compared to the other two consoles. But, I'm not complaining. The Wii has been my best buy since my trusty old N64 in terms of pure fun.
A portable console at that price with those specs would be killer. Why are we really complaining? Good art overcomes all technical limitations.
The Wii is plenty powerful for what it does. It can be argued whether you get enough for your money, compared to the other two consoles. But, I'm not complaining. The Wii has been my best buy since my trusty old N64 in terms of pure fun.
A portable console at that price with those specs would be killer. Why are we really complaining? Good art overcomes all technical limitations.
I don't think even the 360 and PS3 are plenty powerful for what they do, games. I mean, I accept where we are technically now, but I'd always like to see more.
Of course a portable console at the same price and those specs would be killer, but that doesn't make a good argument for the Wii's specs. Why would anyone complain? Basically hardware that's 8 years old coupled with a price fit for a more modern device.
I don't see why people argue the 'good art' angle. You'll never have a Wii game that looks as good as a competent 360 or PS3 game, even with both good art AND good coding. Good art versus bad art is the difference between Perfect Dark Zero and Bioshock.
Of course you can always have better hardware, I too am interested in that, else I wouldn't be here.
But the curve for potential improvement to the actual graphical complexity and "realism" of the graphics (and even more when i comes to gameplay) is getting steeper and steeper.
Unless some great breakthrough in computer science happens, it will take decades to get to where for example Pixar movies are today, and they aren't even looking real enough to fool anyone.
The most important thing when it comes to how a game looks is art. Always have been, always will be. Even with the simplest hardware good art shines through, because it plays with, instead of against the grain of the tool used.
The real scope for improvement is in the interface and just as important (perhaps much more important) in a change of attitude toward games and gamers, both from the side of devs and publishers, and from the side of consumers.
Remember old arcade games, in the golden era? Everyone used to play those, because they where easy to learn, hard to master and even harder to put down.
Remember Lucas Arts adventures? Women and men alike, played those, they were deep and involving, but not complicated or foreboding.
Both of these categories of games have timeless classics in them, that are every bit as good today, as they were back then (perhaps even more because of the added veneration for an old thing that still shines).
Try to look at the technical argument the other way around.
Imagine a dev. coming straight from the GC to Wii.
Suddenly he's able to do stuff he never was quite able to do with GC, because of oversights in the design and stupid bottlenecks.
Suddenly he's not held back by 24 Mb.
Wii is the GC hardware done right. It's the GC hardware reworked after 5 years of experience.
A design that was already damn efficient and lean, an in many cases more than gave the much more expensive (to manufacture) kludge of a design; xbox, a run for its money.
Also, devs are familiar with the design (some more than others), that is a very big plus.
No not really, the jump is much less than the jump last gen, from N64 to GC.Of course, but the difference between 360/PS3 games and Wii games are still huge graphically.
Compare a movie like Toy Story 1 to Ratatouille. There's some nice improvements, however I don't feel there's a world of difference there. I believe the 'curve' actually lies mostly around that level of CG. That said, I think we could probably make a game that emulated (not every effect done the same way, but close enough) most of the nice things about Toy Story within a decade. The thing is, the reason Pixar movies don't look real is because they stylize. Take a really nice screenshot of GT5P at a good angle (one that won't show many faults) and you could pass it off as reality.
No not really, the jump is much less than the jump last gen, from N64 to GC.
No not really, the jump is much less than the jump last gen, from N64 to GC.Of course, but the difference between 360/PS3 games and Wii games are still huge graphically.
There is more than one reason why they stylize in every single movie they've made (apart from it being more charming and working better on a psychological level).Compare a movie like Toy Story 1 to Ratatouille. There's some nice improvements, however I don't feel there's a world of difference there. I believe the 'curve' actually lies mostly around that level of CG. That said, I think we could probably make a game that emulated (not every effect done the same way, but close enough) most of the nice things about Toy Story within a decade. The thing is, the reason Pixar movies don't look real is because they stylize. Take a really nice screenshot of GT5P at a good angle (one that won't show many faults) and you could pass it off as reality.
Art is really all there is, the choice of medium and tools is really also an artistic choice on some level.Art is really nice, it makes Robotron 2084 an appealing game for me, today. However you won't get Crysis graphics on a NES no matter how masterful your artists are.
Well if you're referring to the Wiimote, I don't feel it does enough for a real interface revolution. I do believe in that direction lies some important gains for games, but I feel there are technical breakthroughs required.
These games still exist on all platforms, stuff like Geometry Wars are huge hits too. There will probably always be room for those types of games, but we've already 'done that' as far as gameplay.
Again, another 'done that'. Personally I don't really like the adventure genre, not intuitive enough. Anyone can click their character around and mess around until they get a part right. Too much 'Pour the milk on the pirana plant so he becomes hungry for the mutagen which will make him eat the angry dog.'
So you would argue that, let's say the Bayeux tapestry, would be better with realistic pictures instead of the style they're in now?Classic gameplay, nothing to do with graphics. A nice sheen of new graphics on old gameplay is always nice.
That same developer would have less technical constraints on more powerful hardware though. The real issue about Wii is learning to use the Wii's motion controls in a new and worthwhile way. Many developers are more than happy enough to simply cash in on the market by making the latest movie based game on the platform (as well as on PS2).