WiiGeePeeYou (Hollywood) what IS it ?

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fearsomepirate said:
Either that or they don't actually know what AF is. I sometimes wonder if Japanese developers are only conscious of software technology that will run comfortably on the PS2.
I don't think the PS2 is to blame universally for this issue. Paper Mario 2 doesn't use mipmapping either, and it'd be a stretch to claim the developers would care much about about PS2 system characteristics ;)

No, I think what these people are after are just sharp textures. Aliasing OTOH doesn't seem to bother them, or at least not as much as blur, but then they'd better put some AF into their performance budget quick. Makes the eyes hurt otherwise.
 
Refreshment said:
Im really not trying to start anything.

Just a question: How do you know the "Pangya" (sp?) shots are not from a target render?

Are we asuming or are they absolutly realtime?

Thanks if someone answers.

The devs said it will look just like the trailer.
 
zeckensack said:
I don't think the PS2 is to blame universally for this issue. Paper Mario 2 doesn't use mipmapping either, and it'd be a stretch to claim the developers would care much about about PS2 system characteristics ;)

No, I think what these people are after are just sharp textures. Aliasing OTOH doesn't seem to bother them, or at least not as much as blur, but then they'd better put some AF into their performance budget quick. Makes the eyes hurt otherwise.

On a blurry low res TV, aliasing doesn't show up very much since it's naturally blurred out.
 
I watched some Excite Truck vids today, the draw distance seem to be widespread. I can only hope that they can include more scenery. The speed and framerate looked rock solid as well. Its hard to gauge the capabilities of Wii, when Mario is shown up close there are no visible polygons. Texture quality is above all titles shown at E3, the lighting above most. Other titles need work. I wish Factor 5 would do some work on Wii, atleast we would get a better idea of its capabilities.
 
Ooh-videogames said:
I watched some Excite Truck vids today, the draw distance seem to be widespread. I can only hope that they can include more scenery.

If it is indeed something like they can only do RS E3 gfx with E3 HW but they can do RS trailer gfx with wii, then there should be a big diference with the final game.

Its hard to gauge the capabilities of Wii, when Mario is shown up close there are no visible polygons.

Even harder because of the good art, we dont know if they dont do more (eg objects on screen) because they cant or they dont want more, althought Nintendo is used to underuse its own HW.

I wish Factor 5 would do some work on Wii, atleast we would get a better idea of its capabilities.

It would be the best way to compare Wii to GC.
 
pc999 said:
(regarding factor5) It would be the best way to compare Wii to GC.
isn't Retro's metroid game a good comparison title? MP 1/2 are impressive from both a technical and artisic standpoint on the GC, and it's a safe bet that retro has had more time with Wii hardware than most other western developers.

the only way we could get a real comparison out of a hypothetical factor5 Wii title would be for them to make another star wars game. Retro's metroid title fits the bill perfectly since they are working with the same franchise.
 
I mean one that uses the max of wii against the max of GC, eg Retro barely use the TEV unit aside 1 or 2 minor fxs, and (MP1 at least) it use only one light (when you shoot).
 
pc999 said:
I mean one that uses the max of wii against the max of GC, eg Retro barely use the TEV unit aside 1 or 2 minor fxs, and (MP1 at least) it use only one light (when you shoot).
for continuity reasons Metroid Prime3 would make for a more accurate comparison, IMO.
 
I am not sure once they seems that now use hings like the TEV unit which they already had in the GC, unless they didnt use it because performance limitation (which I found hard as there is games with lots of geometry too that had at least water fxs, smoke, more lights) now they seems to use it so it may be a good comparition to give a idea of what kind of jump other teams may be able do but not from what GC and Wii can do, IMO.

BTW one question, besides pointing there is anything that you can do with the remote that you cant do with the nunchaku, ie could you held a sword and a shild each in one arm or in a bixing game you control equally well both hands and the carachters would mimic both equally well (besides pointing) :?:
 
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pc999 said:
Retro barely use the TEV unit aside 1 or 2 minor fxs, and (MP1 at least) it use only one light (when you shoot).

pc, you can't draw pixels on the cube without using the tev, unless you sw rasterize, that is. and mp1 most definitely had more than one dynamic light per scene. and just before saying anything along 'lack of bump mapping, yadda yadda' don't forget that mp runs at rock steady 60 with a reasonable scene complexity and is actually not devoid of fancities either (actually the game widely employs indirect texturing and env mapping, just nothing conspicuous, maybe aside from samus' suit/morph ball). and last but not least it was an early gen title. so yes, there are techically better cube titles, but mp1 definitely was not a technologically 'barely there' title.
 
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I'm tired, but I saw this looking at a bunch of Wii blogs (Yeah I know bad). The link is a patent application regarding the tev. If anyone can explain why nintendo would need something like this and how it can make the Hollywood better compared to the flipper please let me know.

Patent Application
 
Flipper has a lot of flaws in its design and is just obvious that with a correction of the flaws the performance can be boosted in a serious way.
 
Urian,
Do you mean actual flaws, or do you just mean cost-cutting measures, such as all virtually all consumer goods are put through?

If you really mean what you say, would you mind elaborating on that a bit and say what flaws it is you're referring to?
 
pc999, the Prime games had quite a few framebuffer effects, which I thought were done using the indirect texturing unit on the TEV. The TEV, by the way, contains both direct and indirect texturing. Everyone uses the DTU, but not everyone heavily uses the ITU, which is I think what you mean.

There is no reason to believe that video is running on Wii. In fact, the game designers said explicitly that they weren't using a fixed reticle for Wii, so that's probably X360/PS3.
 
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Ok, if you say so.

fearsomepirate said:
There is no reason to believe that video is running on Wii. In fact, the game designers said explicitly that they weren't using a fixed reticle for Wii, so that's probably X360/PS3.

Didnt know that (just that would give more freedom to the player), thanks for the info, anyway I didnt expect it to be for wii.
 
Urian said:
Flipper has a lot of flaws in its design and is just obvious that with a correction of the flaws the performance can be boosted in a serious way.


I disagree about that.

every GPU is a compromise between cost, and features/performance. if Flipper has a lot of flaws, then so does Graphics Synthesizer and NV2A.


with that said, yes, some of the trade-offs that had to be made with Flipper, can or have probably been eliminated with Hollywood.
 
darkblu said:
pc, you can't draw pixels on the cube without using the tev, unless you sw rasterize, that is.

Well yeah but there's a difference between using the TEV in its most basic sense and really using it to anywhere near its true capability. Obviously PC is talking about digging a little bit deeper then just basic 3D rendering. Having said that I agree that MP does have some nice custom effects, though at the same time its missing some of the more obvious effects.
 
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