tongue_of_colicab
Veteran
nm, im too slow.
Looking at the SSBB trailer again, at first I have to disagree. I see nothing other than a mix of standard vertex lighting and textures. But on closer inspection, it actually seems to mix up lighting styles. Looking at Pikachu, in the cartoony-background level where he first appears, he's shaded a lot better then the 'cross the road' type level that seems to be mimickng N64 I think. Which is...odd!
One possible trick is a spherical/cubic lightmap, with dark underneath and lighter on top. This can be quite effective at times, used additively with other lighting. It's surprising how much can be achieved with a few texture layers.Anyone does have a clue of what they are using to do this?
IIRC Faf said that the BW diferences between the GDDR and the 1T-Sram is similar to the diferences between XDR and GDDR3 on the PS3.
On the same package as Broadway but on a separate die is 24MB of 1-T memory - similar to but presumably faster than the main memory in the Cube.
Thanks - fixed - I type far faster than I thinkJust FYI you mean Hollywood.
It's even less after you subtract the OS reserved memoryzeckensack said:88MB is just extremely little.
The WiFi controller is not part of the LSI as far as I know. Wii uses an integrated WLAN/ Bluetooth chipset by Broadcom, it's on the WLAN module in the front of the system. I think you were misled by the BroadOn logo on the LSI? BroadOn is not a networking company, they develop DRM solutions, secure processors and what not. Lots of different, Wii specific stuff.I think that IBM has doubled the number of FPU unit (to have 3 times the perf of the Gekko). Why that? Because a lot of games (Red Steel and Far Cry Vengeance) have very good lighting use (lights that shine throught windows for example). For the GPU, I think that they just added wifi controller and some little boost on the TEV to make the 8 texture layers more achievable. So we can conclude that the Wii will have 3 times more FPU power on the CPU (to have better physics and better local lights than the Gekko) and twice more perfs on the texture layers. For polygons, pixel filrate, integer unit (on the CPU), it's a 1.5 more.
I hope that i'm right
The WiFi controller is not part of the LSI as far as I know. Wii uses an integrated WLAN/ Bluetooth chipset by Broadcom, it's on the WLAN module in the front of the system. I think you were misled by the BroadOn logo on the LSI? BroadOn is not a networking company, they develop DRM solutions, secure processors and what not. Lots of different, Wii specific stuff.
]To be fair though, I think the memory should be plenty enough given the graphical targets (SDTV and processing power available).
Relative to a GCN game, you are looking at 3-4x higher texture/polygon memory budget, easily.
it would be nice to have not only an upgrade of the TEV unit, but also an upgrade or total replacement of the XF (geometry engine) unit too, for the higher polygon counts. I did notice Metroid Prime 3's higher geometry over MP1/MP2.
sadly, there's no chance of Wii reaching the level of the CG/FMV scenes that Nintendo showed at SpaceWorld 2000 (Metroid, WaveRace, Rebirth) which featured per-pixel lighting, true motion blurr, huge poly counts, large amounts of AA and all at 60fps.
Is Faf a developer? If you've seen Wii hardware, can you elaborate on the GPU? Pipelines, possible dual core, etc?
I'm actually quite surprised that no one's leaked anything more than what's been said so far.