what if you are short on storage?Fafalada said:Although unlike XBox, GCN actually supports Cluts, so it generally wouldn't need recompressing unless you're short on memory.
what if you are short on storage?Fafalada said:Although unlike XBox, GCN actually supports Cluts, so it generally wouldn't need recompressing unless you're short on memory.
see colon said:what if you are short on storage?
Like I said, you usually have more space to gain by downsampling music, sound, and videos first.see colon said:what if you are short on storage?
Ingenu said:I was thinking that the new gen consoles would be the last to have a *big* graphic improvement, but I might just be wrong, since the X360 graphics failed to wow me.
pc999 said:Acctually I think Nintendo had did somethingh similar in GB, but I think it does not had sucess.
As soon as you start making sense.
Yes, but that's based on some developer comments...not based on what the dev kit is being called.
hmm... perhaps the games i notice the blurry textures the most are because dev's aren't doing what you described above. a perfect example, and i can't believe i didn't mention it above, is POP:WW. there's a decent amount of video in that game, and it's noticibly worse looking than the ps2 version or the xbox version (ps2 looks the best for video), the voices are muddled and noticibly not as crisp as the background music, and most of the textures are blurry, with some being downright ugly. plus, i'm pretty sure the game runs in 16bit, so that's not helping anything. i sorta pissed that i bought WW for the GC without really looking at it first. SoT was good looking on the cube, so i expected WW to follow that trend.Fafalada said:Like I said, you usually have more space to gain by downsampling music, sound, and videos first.
I would even argue that converting from 8bitClut to 4bitS3TC isn't necesserily a win for storage space in the first place - most games store data on disc compressed with some lossless scheme (derivates of LZW or similar are common).
Since in my experience paletted textures tend to be more friendly to your typical LZW compressor - what you gain in uncompressed space with S3, you may very well loose back when the data is packed to final form.
Teasy said:I'm making sense, unfortunately your just a very stuborn person
see colon said:speaking of color depth... if revolution does turn out to have a "super flipper", it better not be limited to 24bit.
Imo, they've pretty much confirmed the leaked rough estimates by NOT denying them whatsoever.
see colon said:hmm... perhaps the games i notice the blurry textures the most are because dev's aren't doing what you described above. a perfect example, and i can't believe i didn't mention it above, is POP:WW. there's a decent amount of video in that game, and it's noticibly worse looking than the ps2 version or the xbox version (ps2 looks the best for video), the voices are muddled and noticibly not as crisp as the background music, and most of the textures are blurry, with some being downright ugly. plus, i'm pretty sure the game runs in 16bit, so that's not helping anything. i sorta pissed that i bought WW for the GC without really looking at it first. SoT was good looking on the cube, so i expected WW to follow that trend.
speaking of color depth... if revolution does turn out to have a "super flipper", it better not be limited to 24bit.
I'll see you half way...you don't make sense AND I'm stubborn.
Teasy said:Don't make me go over the whole dev kit name thing again!
Bill said:According to Carmack's comments we have a long way to go.
the game looks like you're playing a FMV game for the 32x sometimes because of all of the banding and dithering. other times it's pretty good looking. the PS2 version has better color accuracy, but it's a bit chunky in both framerate and resolution. the xbox version has much better resolution and cleaner textures and i prefer the slowdown and rewind effects (i wouldn't say they were better, just different), but the water looks worse than the GC version.Apoc said:Curious you talk about pop:ww, in the ign review they said the GC version was the one with better graphics.
i wasn't talking about fp24, i was talking about the 24bit color depth limit of the GC's framebuffer.joe defuria said:Actually, I would guess (complete guess) that when cost is a primary concern as it likely is is Revolution, 24 bit seems like a reasonable sweet spot to me. The benefits of going to a 32 bit pixel pipeline probably would not outweigh the cost.
I could see a RV350 type part...but with 24 bit precision in the pixel shaders, for example.
YeuEmMaiMai said:They never made much use of the GBA Gamecube connection........
Ingenu said:I didn't meant gfx won't improve, just that the jump will be less noticable to users, it'll look better, but not by a huge margin.