It looks like a refined Cube-level game. It looks like what you'd get with the legendary Cube + 50%.
The depth of field blurring hides the background detail/texturing well. The bike and character are fairly detailed, but the textures are still a bit iffy. It looks ok though. Cars look decent. I don't think it has anything on Burnout Revenge on Xbox, say, really. The game looks like it may have some sort of shadowing going on, in some shots.
Or perhaps Nintendo just didn't see the need for any programmable T&L so Hollywood just doesn't have it at all..
Still it seems strange that even Nintendo DS has a programmable T&L engine and Wii doesn't....
Still it seems strange that even Nintendo DS has a programmable T&L engine and Wii doesn't....
That thread is very informative though. DS is definitely faster than N64. Just check out how they enhanced Mario Kart DS. Of course, could be better understood 3D coding techniques too.Maximum 4 million vertex per second geometric transformation
30 million pixels per second maximum fill rate
120,000 polygons per second maximum
Again this is a case of if those images are truly representative of the final game (the aliasing does seem to suggest its at least in engine). But if so IMO its a significant leap over anything in the same kind of genre seen on GC or XBox.
Wow, 2 million, are you serious? Even if there is a limit, a 50% decrease is still 1 million! Then what's the deal with 120,000 number that Nintendo gave out? Maybe they mean a single frame is composed or 120,000? The Ds is set to run at 60fps. That doesn't make sense though, since that would equal over 7 million polygons.
As empirical evidence, that's not an accurate comparison. Certainly DS renders to a smaller screen - 256x192. Weren't N64 games mostly at 320x256? That's 1.6x the drawing requirements there. Targetting the lower res, they could get more into the DS on the same hardware. And as you say, 3D techniques could be enhanced, plus other design choices. For whether DS is more powerful than N64 or not, the achievable specs need to be considered, or a glut of games noticeably superior on the handheld.DS is definitely faster than N64. Just check out how they enhanced Mario Kart DS.
As empirical evidence, that's not an accurate comparison. Certainly DS renders to a smaller screen - 256x192. Weren't N64 games mostly at 320x256?
How do you know that though? Just because any new engine couldn't be Unreal Engine 3 in all its glory doesn't mean it couldn't be better then the current Unreal Engine 2 on GC/Wii
Incidentally I was going to post this in the Unreal Engine 3 on Wii thread, but its closed so I'll post it here instead:
So it looks like we might end up seeing once and for all wether this can be done and what advantages it may bring.
Oh, definitely. It was just one example of what's different. Comparing different screenshots isn't necessarily a good way to determine hardware power though...This is only relevant if the polygon draw-rate is fillrate-bound, not transform-bound.
In general, we've been seeing more geometry, better texturing, and better framerates on DS. I doubt that's all due to a resolution change. Somebody already gave us the DS's max theoretical transform speed, and it's higher than N64's. Even without the bilinear, I think N64 maxed around a half-million polygons.[/quote]Going by the numbers in this thread, yes. 100' for N64, 150k for DS. However, checking Wikipedia, that suggests with different microcode, N64 could get 500k polys. Certain specifics need to be considered to turn specs into actual hardware performance, such as quality of polygons drawn.Oh, definitely. It was just one example of what's different. Comparing different screenshots isn't necessarily a good way to determine hardware power though...