Umm correct me if I'm wrong but won't hypernurbs and powernurbs require a geometry processor to do it at any reasonable speed? ( ala DX10 )
ok then running UE on Wii is impossible. End of Thread.
Umm correct me if I'm wrong but won't hypernurbs and powernurbs require a geometry processor to do it at any reasonable speed? ( ala DX10 )
Well there can be some options but most of them be a longshot.
If you use UE 3.0 you can(maybe) I guess you would need to optimize this to high latency. Your going to have to just live with the higher latency.I assume a Hollywood running 28fps it will be less of a problem.
1)Compress(into a .dol or a .lzo file) the contents of the RAM. Decompress at execution
2)scale draw distances
3)limit frames per second to 28fps(use of motion blur,repetition etc to smooth over the animation)
4)Take out everything Wii isn't capable of or does poorly
5)Optimise for use of the TEV unit.
6)Optimize the renderer for low polygon models(techniques useful for low polygon models like displacement mapping,normal maps,bump maps,hypernurbs,powernumbs,parallax maps,noise generators etc)
7)Use of memory cards or USB flash cards(512MB,1GB ect) as extra memory(yes I know the latency issue hopefully as 28fps the latency will be less)
8)scale texture color presicion at farther distances
I know there will be latency issues but the end result will be better.
No.2) You'll have to scale so much you can't see for more than 5-6 feet.
No.4) Taking out everything of UE3 features which the Wii will leave you UE2
Because UE3 is far more than a graphics engine, and not all improvements need more processing power? Also, using the same engine on all platforms makes porting stuff much simpler.5) This will only work to a certain extend. Why bother optimising UE3 when you can also optimise UE2 which is a much smaller engine.
Sure, but it would be sufficient for streaming music and the like, and therefore could free some RAM for more critical data.7) Memory cards and flash memory only do about 10-20MB/s of bandwidth which is a far cry from 4GB/s at which the memory in the Wii works.
Wii has no problems with UE2.5 as far as I can tell.Wii is just too slow for UE3 and has it's hands full doing even UE2.
Wii is just too slow for UE3 and has it's hands full doing even UE2.
Wii may be able to do the first and some parts of the second, but none of the rest.
And there are other complicated issues, like managing visibility, indoor/outdoor areas, skeletial animation, partcles, volumetric effects etc. etc.
So as the others have already explained, if you leave these things out, you'll strip it of it's most important graphical features and you can't really call it UE3 any more...
Well the resolution and AA in those shots all looks really nice.
Do you find it impressive? It's the same Xbox1-level, can't-find-enough-memory-for-textures look typical of the *better* Wii games so far. It has pre-baked lightmaps, some kind of ground shadows, an extremely ugly motion blur effect... wtf? I mean, it's somewhat OK for a Wii game, but people keep bringing it up as a being "surprisingly good" for Wii.
If that really is running on Wii then yes of course it looks impressive, IMO your crazy to think otherwise. Show me another Wii game that looks as good, show me an XBox game that looks as good (obviously something similar otherwise comparisons are useless).
Of course it can. They could render at 1920x1080 and downsample. On PS2, SnowBlind studios render a larger buffer and downsample to get FSAA.Get real people, the only real thing we know is that the Wii OUTPUTS 480p tops. Who is to say it cannot internal render @ 720p and downsample?
You should learn to recognize lies. At least the obvious ones.
The shots are 1280x720 with an insane amount of antialiasing, definitely more than 4x. Just look at the close-to-horizontal bars of the gate on the left. There are maybe five characters with what I would guess are about 2000 polygons (some of the artists maybe will correct me?), ground shadows, absolutely no surface with evidence of anything other than fixed-function pipeline shading, a bog standard bloom effect, and something like motion blur that I can't guess what it is. Again, what is so impressive about this picture?
I don't think there's any point making guesses on polygon counts and such. A certain number of polygons or a certain buzz word effect doesn't neccesarilly make a good looking game anyway. As I said post some examples of better on GC/Wii/XBox.
Also note that I said if that is running on Wii..
You're right, but some of the most important aspects of UE3 are the improved UnrealScript, better tools and middleware integration, and Wii would benefit from those improvements I think. Wii also doesn't seem to have a problem with highly complex particle and volumetric effects, and I doubt it has problems with the skeletal animation features UE3 offers.The most defining graphical features of UE3 are
- per-pixel lighting with normal mapping
- per-pixel shadowing with up to 4-5 different implementations
- floating point color precision
- advanced shaders with many texture layers and instructions, for example to simulate skin shading or parallax mapping
Wii may be able to do the first and some parts of the second, but none of the rest.
And there are other complicated issues, like managing visibility, indoor/outdoor areas, skeletial animation, partcles, volumetric effects etc. etc.
So as the others have already explained, if you leave these things out, you'll strip it of it's most important graphical features and you can't really call it UE3 any more...
Unfortunately after seeing quite a few tarted up AA'd high-res Wii promo shots with self-shadowing, only for it not to appear in game, I'm hesitant to think Wii's doing that!