Wii HW unfinished?

Prince of Persia's bloom (1 & 3) looked great except for banding caused by the 6:6:6:6 color mode. Twilight Princess also has bloom in some areas. It's apparently not a big problem for the Cube.
 
Guden Oden said:
You don't need any particular hardware features other than the right alpha blending mode support... Bloom is easily implemented as a low-res texture of the full scene stretched on top of the entire screen. It's a bit of a fillrate killer tho with a transparent quad covering every pixel, and Cube doesn't have too much of that as we know, so no wonder if not too many games use it.

If that's all it is, then didn't metroid prime already have some transparency effects that came close to that?
 
wow! i just saw ign's mp3 videos and, darn, color me impressed!

apparently when retro said they were focusing on lighting and particles they were not kidding.. AFAICT from that low quality footage (me not being an ign insider) the lighting possibly surpasses RE4's, which until now was my landmark for lighting this generation*. as re particles - i dunno what fillrate wii has but, boy, those thick smokes and projectile trails were among the lushest particle effects i've seen to date!

* with faked global illumination at the level of the best out there, e.g. polyphony digital's, and with local illimination in a league of its own.
 
NANOTEC said:
You can get the Rebirth demo at http://www.mix-core.com

The link to the MPG doesn't seem to work though.

http://www.mix-core.com/mov/works/rebirth/01.mpg

Mix-Core is the CGI company that did the demo.

03.jpg

Thanks for the link, how did it look in movement? from the shots it is really impressive, that kind of gfx in games would be really impressive (not that I expect that).

fearsomepirate said:
Prince of Persia's bloom (1 & 3) looked great except for banding caused by the 6:6:6:6 color mode. Twilight Princess also has bloom in some areas. It's apparently not a big problem for the Cube.

I think that the "problem" with GC is that while it can do many things it should be to hard (for many) to get it, I think that in things like eg TEV as been made specially for things like water (eg in Mario) and such, not for full scene shading (like SC3) so probably in many cases it miss the ability to do more effects for little (look at MP3 running on a overclocked GC against MP2 on the GC). It should be very interesting to see at wii can do if there is even a very small update (eg 2xTEV at 50% speed) as I would expect that overall games could look much better than most XB games (thing that for now we still wating).
 
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darkblu said:
wow! i just saw ign's mp3 videos and, darn, color me impressed!

apparently when retro said they were focusing on lighting and particles they were not kidding.. AFAICT from that low quality footage (me not being an ign insider) the lighting possibly surpasses RE4's, which until now was my landmark for lighting this generation*. as re particles - i dunno what fillrate wii has but, boy, those thick smokes and projectile trails were among the lushest particle effects i've seen to date!

* with faked global illumination at the level of the best out there, e.g. polyphony digital's, and with local illimination in a league of its own.

Maybe it's taking use of the extra edram bandwidth to do extra visibility checks, and conserve fillrate?
BTW, wasn't it said that gamecube had specific harddware to help out with things like shadows, fire, and smoke effects, or was that the DS?
 
Fox5 said:
Maybe it's taking use of the extra edram bandwidth to do extra visibility checks, and conserve fillrate?
BTW, wasn't it said that gamecube had specific harddware to help out with things like shadows, fire, and smoke effects, or was that the DS?

i don't know, i would not venture to guess what retro are doing exactly, but one thing is clear - gc, or wii, is one little hardwired T&L champ, that's for sure. it may not be able to do per-pixel phong efficiently, but i don't give a flying fidgement looking at those live, richly-lit environments. just see what samus' blasts do in closed quarters! it's a glaring example of quantitative accumulations leading to qualitative ramps. basically in the same way ps2's fillrate affected the platform's looks.
 
Fox5 said:
Maybe it's taking use of the extra edram bandwidth to do extra visibility checks, and conserve fillrate?
BTW, wasn't it said that gamecube had specific harddware to help out with things like shadows, fire, and smoke effects, or was that the DS?

You are taliking about self shadows? If si , yes the HW suport it.

BTW probably just a error, or something worst but...

 
pc999 said:
You are taliking about self shadows? If si , yes the HW suport it.

BTW probably just a error, or something worst but...

http://www.cubetoons.com/index.php?option=com_content&task=view&id=99&Itemid=42

The 1.1Ghz is an error that comes from an Anandtech article. They state it's based on IBM's line of processors that maxed out at 1.1Ghz, and people took that to mean the cpu runs at 1.1Ghz, which it doesn't, just the fastest similar cpu IBM has produced does.
 
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