The_legend_of_drtre
Newcomer
Hollywood is Flipper @243MHz due to smaller production process.
Wii as a whole is only a Gamcube +50% clockspeeds, with 64MB GDDR3 and higher storeage capacity.
::clears throat:: NO.
Hollywood is Flipper @243MHz due to smaller production process.
Wii as a whole is only a Gamcube +50% clockspeeds, with 64MB GDDR3 and higher storeage capacity.
Now that I think about it, couldn't the larger Hollywood die size be because of the extra transistors and whatnot for N64/SNES/NES compatibility?
Now that I think about it, couldn't the larger Hollywood die size be because of the extra transistors and whatnot for N64/SNES/NES compatibility?
i haven't played too many VC titles, and i haven't bought any myself, i did spend some time playing mario64 and it looked like they gave it the same treatment they gave the emulated zeldas on GC. ie. 640*480 and better filtering. many original N64 games were 320*240 with antialiasing.You know, that's a clever idea... The games DO output in their original resolution, but you could do that with an emulator on a console anyway...
'Fraid not!The debate can end now
You know, that's a clever idea... The games DO output in their original resolution, but you could do that with an emulator on a console anyway... As Mr. C. Colon said, Nintendo have already pulled off perfect (for a few games) N64 emulation on the GameCube so they're probably doing the same for the NES/SNES/N64.
However, these are Nintendo consoles: perhaps they're not emulating the Turbografx and Megadrive... ...And there's a Turbografx and Megadrive in every Wii!
Question: Is that normal mapping used in the picture below? That game is Rampage on the Wii.
Dewy's Adventure from Konami sports Normal Mapping. The debate can end now. Even IGN was shocked here's part of the interview:
IGN Wii: Dewy's Adventure looks to use a top-down perspective and appears very different from Elebits. Elebits was all about manipulation of objects in the environment. Does Dewy's Adventure use heavy physics in the way that Elebits did?
Mukaitoge: For Elebits, we placed a great degree of emphasis on physics. We did not focus much of our energies on the graphical presentation of the game. For Dewy's Adventure, we spent all lot of time on perfecting our graphics technology. We worked hard on our textures. We are very proud to say that we have implemented normal mapping in Dewy's Adventure.
IGN Wii: This may be the first game that we have seen with normal mapping. We weren't really sure if the Wii supported it.
Mukaitoge: Really? We used normal mapping for some of the bosses in the game. If you look closely at the trailer, you can see normal mapping on the boss character at the end.
http://wii.ign.com/articles/760/760682p1.html
I thought it was funny how Mukaitoge said "really" as if we knew that the Wii could do normal mapping.
You know, I've noticed that Opera runs at what seems to be almost 800x600. It's definitely not filling the whole screen, though, appearing to be basically letterboxed around the whole image. So I'd say this shows that the GPU almost certainly has no ability to go higher resolution (probably eDRAM size issue). Unless there's some other reason for them to letterbox it.
Yup.
What's the difference between bump mapping and normal mapping?
What's the difference between bump mapping and normal mapping?
Ok, correct me if I'm wrong, but I do believe I've kind of figured out how to tell the difference simply by looking at a screen shot. Keep in mind I'm still just a newbie so don't laugh if I'm wrong. I think the specular lighting on those models gave it away.
Someone said in a previous post a few pages ago...
"per pixel calculations for diffuse, specular and reflective components"
I don't think you can get diffuse, specular and reflective components on regular bump mapping.