WiiGeePeeYou (Hollywood) what IS it ?

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720p using GC's colour depth would require 3 times the fillrate and bandwidth of 480p though, that's hardly free (also it'd need 4.6MB eDRAM). Wii's GPU just doesn't have the power to do that unless you want games that look the same or worse then GC games at high res.

Usualy that not worrying the PR persons at the M$ and Sony.:)
 
My kid was playing GC Animal Crossing on the Wii the other night and her younger brother "accidently" pressed the eject button to remove the CD. Well she managed to continue playing the game for another 20 mins (with some shopping, selling and exploring) and also save her game without being asked for the game CD. I thought this was pretty interesting figuring the Wii was caching the game somewhere in system.


Animal Crossing did the same thing on gamecube. It was a port from the N64 and most of the game (if not all) can fit in system ram.
 
Yes , of course it is not true.There is a fake scaling,or a big performance loss.So it was only a pr from the M$ .Oh,an a lie.

Well Nintendo never said that Wii would do 720p in whatever form it is, it just dont output more than480p.

Anyway I cant see here those questions about HD and edram will lead, because if there is a change of getting something is 32bits and/or AA which seems that wouldnt take that much edram, still leading to a good amount of die space that could be used on gfx and such.
 
Well Nintendo never said that Wii would do 720p in whatever form it is, it just dont output more than480p.

Anyway I cant see here those questions about HD and edram will lead, because if there is a change of getting something is 32bits and/or AA which seems that wouldnt take that much edram, still leading to a good amount of die space that could be used on gfx and such.

yes, the N didn't said anything about that.But the M$ used that trick.:)

But by anyway,I don't think that there is more edram.That not make sense.If they want more fast memory they have the embedded 24 meg 1t memory.The only thing they need is beger bandwith (128 or 256 bit)
 
"The texture cache may also be used to store
color lookup tables (CLUTs or TLUTs) for
color-indexed textures. With color-indexed
textures, the texture itself is stored in the
low half of texture cache, while the TLUT
is stored in the high half. Because only half
of the bandwidth is available to look up the
texture itself, only bilinear filtering can
occur in one cycle (i.e., you can’t do
trilinear filtering with color-indexed
textures). Even so, this still means that 16
TLUT entries (4 texels for 4 pixels) must be
looked up in the next cycle. To provide this
bandwidth from the TLUT, 16 copies of the
TLUT are stored in the texture cache. This
replication takes place as TLUTs are loaded
and is the reason why the maximum TLUT
size is 214 entries. Such a TLUT occupies
the entire upper half of the texture cache.
(Just as an aside, you might note that a large
TLUT can be used to do another type of
indirect texturing. With 214 entries, you can
think of the TLUT as a 128 x 128 texture map.)"


SO,if you have't have enought space,and start to use color index textures you loss the trilinear filtering.
And yes, I was right.:)
 
all of my hopes for 32bit color went away when they released the weather channel. there is some serious banding the water on the globe, and there isn't really any reason for a scene that simple to be throttling back color depth for performance, unless it's a hardware limitation. if there is more embedded memory on hollywood, i hope we can at least start seeing some AA in future titles.
 
all of my hopes for 32bit color went away when they released the weather channel. there is some serious banding the water on the globe, and there isn't really any reason for a scene that simple to be throttling back color depth for performance, unless it's a hardware limitation. if there is more embedded memory on hollywood, i hope we can at least start seeing some AA in future titles.
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Is 32bit color that important for a system like the Wii? Wouldnt this be really overkill?
Would 24bit be enough? Considering the limitation of the human eye or the ability to distinguish between 16million colors?
How much memory would be needed for true color at 480p- under 2MB?
 
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Is 32bit color that important for a system like the Wii? Wouldnt this be really overkill?
Would 24bit be enough? Considering the limitation of the human eye or the ability to distinguish between 16million colors?
How much memory would be needed for true color at 480p- under 2MB?

PCs have had 32bpp rendering since at least 1998. It's almost 2007!
 
PCs have had 32bpp rendering since at least 1998. It's almost 2007!

32 bit is effectivly 8+8+8+(nothing,alpha or anything else).
So,in reality it usualy mena 24 bit.

The real reason for it is not the eye of the human that use it, but the color mixing result haven"t got ugly effects if you use 24 bit color depth.
The wii have to use 32 (24:)) bit color depth,simply because the hardware is not support 16 bit only in the case of AA.
 
Is 32bit color that important for a system like the Wii? Wouldnt this be really overkill?
Would 24bit be enough? Considering the limitation of the human eye or the ability to distinguish between 16million colors?
That 32 bit (or 24 bit) includes alpha channel. If you use alpha, you need 32 bit, which is the norm (8+8+8+8 bits RGBA). If you use 24 bit, which GC does, you either have 8+8+8+0 bits RGBA, or 8 bit alpha with 16 bits RGBA, 5+6+5+8. And it's this that causes the dithering/banding.

In this day and age I can't see any excuse for not having 32 bit.
 
That 32 bit (or 24 bit) includes alpha channel. If you use alpha, you need 32 bit, which is the norm (8+8+8+8 bits RGBA). If you use 24 bit, which GC does, you either have 8+8+8+0 bits RGBA, or 8 bit alpha with 16 bits RGBA, 5+6+5+8. And it's this that causes the dithering/banding.

In this day and age I can't see any excuse for not having 32 bit.

that 16+8 bit format is not valid
You can have r5+g6+b5, or r5+g5+b5+a1 , or r5+g5+b5+x1.
In the case of 32 bit,you can have r8+g8+b8+a8 or r8+g8+b8+x8 or r10+g10+b10+a2.
in the case of gc there is the next few format:
48 bit long , 8r+8g+8b and 24 bit Z or 6r+6g+6b+6a and 24 bit Z, 640*528
96 bit AA mode r5+g6+b5 and 16 bit Z 640*264.

The later is not support the alpha chanel.
 
So it's often an 18-bit color?

I was horrified when I loaded up RE4 in 480p on my friend's 50" plasma a couple of weeks back. The dithering was horrible.
 
Detination alpha is close to useless, for the most part.
However since the GC has no stencil support, and you can use stencil like operations on the destination alpha channel, any game that wants to do stencil type operations has to run in 6-6-6-6 mode.
 
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