WiiGeePeeYou (Hollywood) what IS it ?

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So then I'll ask this again Mmmkay, where are they from if not EGM? As of now the only source we know of that has these exact screens (or any COD3 Wii screens) is EGM. The fact that they have some poses of people holding Wii controllers next to them doesn't prove much either way, those shots are two a penny from most online game sites/mags that covered E3. Also I wouldn't imagine its that hard to take a good quality scan and scale it to a rather fuzzy 640x480 image to be honest...
 
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Teasy said:
So then I'll ask this again Mmmkay, where are they from then if not EGM? If you don't even know where these images are from how on earth can you be so sure what the source is? The fact that they have some silly poses of people holding Wii controllers next to them means nothing to be honest. And as for image quality I wouldn't imagine its too hard to take a good quality scan and scale it to a rather fuzzy 640x480 image to be honest...
They're from the publisher obviously. And those 'silly poses' hold more weight than you seem to appreciate. You can't just stroll up and get your hands on a Wiimote, so how did someone make them? If these are amateur created images as you suggest, then the person would have to either create the photos themselves or source them from elsewhere. If your suggestion is that they took existing publicity shots and attached them to the CoD3 images, then good luck finding the originals because the burdon would be with you on that one. And I suppose it is just coincidence that they are imitating the actions depicted in the game shots too?

A lot of the initial wave of screenshots for Wii titles have been with Wiimote users accompanying them. Red Steel, Rayman, Zelda, Excite Truck to name but a few have done the exact same thing. It is by no means unprecedented to see this kind of publicity material.

As to your last comment, if you're so confident, why don't you try it yourself instead of arguing out of ignorance ;)

Just remember that you can clearly resolve individual single pixel width aliasing in these Wii shots just like with the 360/PS3 shots.
 
Urian said:
One of the most surprising things that Wii has and GCN not is an incredible image quality that is clear and crystaline.
Funny how the GCN (like dreamcast before) was always regarded as having excellent video output. Even better than Xbox.
 
Mmmkay said:
The GI screens were 1600x1200 devshots.

And what is it that looks so good in that screen shot anyway? The lighting seems very high quality, but the red steel shown already has good lighting and crap everything else, just like this screenshot. Lower the res down to standard TV res, and this would probably look like the current red steel. Resolution can make a huge difference in quality.

One of the most surprising things that Wii has and GCN not is an incredible image quality that is clear and crystaline.

Huh? GCN had very clear image quality on most of its better games. Mainly its first party games, it was really only the 3rd party games (including resident evil 4, but also excluding some like viewtiful joe) that had unclear and muddy images.

Scans don't always have print artifacts, the image is blurred and overly dark AFAICS.

Looks more like overly compressed textures and low res to me. Go play call of duty 2 on a directx 7 pc and turn down the res and see how it looks.
 
Those are in no way whatsoever magazine scans. Here's what it looks like when you scan the print in a mag:


The scanner catches all the defects of the printer's printing process.
 
Teasy said:
RL isn't really the game too look at, RS is. Though as I said I agree that MP has some nice effects, amazing effects at the time of release.
and by the same token, MP isn't the game to look at, MP2 is. regardless, the fact remains that we have nothing on Wii to compare RS to because factor5 isn't developing a title for Wii, and we haven't seen anything star wars related on the system as of yet. MP2 has a sequal coming out by the same developer. and MP/2 were both technicaly sound titles for their release timeframe.

nightz said:
Funny how the GCN (like dreamcast before) was always regarded as having excellent video output. Even better than Xbox.
i think Urian was talking more about screenshot quality. many GC titles have burry screengrabs, and i've heard that (some?) devkits don't allow direct framebuffer grabs, so you end up getting screenshots from an external source.
 
Shifty Geezer said:
In what way? How can you think they're scans? They're not faded, nor showing any print artefacts that I can see. And they're not bad image either, even if they are scans. It's not like, because it's a scan, it's not showing the grass blades or normal mapping! I expect these are accurate images of the Wii, at least as development currently is. If they were promo shots, they'd be better showing images better than expected. And if they're not promo shots, they're real grabs showing the game in the best possible light in all likelihood, in it's current build.

Graphically this game looks in that 'current gen+' ball-park, but is only game in many.

The graphics are unaccteptable to me, compared to MP:C, SMG, Excite Truck, and Project Hammer. Even Red Steel blows it away technically and visually. It looks more like a port from a developer using PS2 assests, with slightly better textures. Unless a developer is developing exclusively for Wii, most thirdparty titles will pale in comparison visually.
 
Personaly I am expecting much more from CoD3 on Wii (like said they are pre E3 and it seems that just now they are really dev in force for wii), at least more fxs that seems to be a standard in wii games like selfshowdoing and good lighting with bloom and such and much better textures, this one, besides smoke, seems the PS2 based last gen CoDs, IMO.


Anyway I expect a improvment over all the games (real time at least) showed so far due to: unfinished HW/ ATI comments/ no time with the E3 HW/ Retro coments...

BTW I never said that MP isnt beauifull because in many parts it is (not in all) but I still dont know what are those complex shader fxs can can show GC power (eg SM:S 1 year before had showed great water, complex and big levels too).

FOX said:
And what is it that looks so good in that screen shot anyway? The lighting seems very high quality, but the red steel shown already has good lighting and crap everything else, just like this screenshot. Lower the res down to standard TV res, and this would probably look like the current red steel. Resolution can make a huge difference in quality.

Looking at the RS trailer at 480x352 in full screen I find it to be very nice, much much better than any of the E3 showing at higher ratio of rez/size (especially because of : lighting, subtle bloom, self and soft shadows, good animation, overall detail...).
 
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pc999, a lot of stuff shows up in Prime 2 in motion. Of course, you have the usual haze and fogging type effects (which are done incredibly well), but now there are all-new visor effects. The scan visor in particular looks more like the targeting computer from RL, the echo visor looks incredible, and the dark visor doesn't look so bad, either. Further, there are quite a few effects that just don't fall under the category of any canonical effect. There are these blue transparent leaves you can walk through that do all kinds of stuff to your vision. There's all kinds of stuff in Dark Aether. There are some strange texture effects in Sanctuary Fortress. The light bubbles on Dark Aether are some kind of texture effect. The portals are nothing but shaders (enough to hurt the framerate). Overall, you'd just have to play it to see it.
 
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Dont know MP2 but it seems i need to check it.

Personally MP is a beutifull game in many parts but in others it fails because of the tech (eg the water and some low rez tex (eg landing zone) are the most perceptible that I remeber).

I actually like what they are doing with MP3 it seems to be a very good work in terms of arttech, still I think it still some good work (on the tech) to do.
 
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Whatever Wii's power, I think it's clear that it's not being fully utilized by a lot of these early games. After all, Factor5, Retro, and Capcom really showed us what Cube could do, but not many studios caught on, and many of these 3rd-party shots are beneat the bar that those studios have already set. I'm going to guess that a lot of this early stuff is going to be based off whatever the studios have in-house for Gamecube, which as we all know was pretty much ported over from PS2. In fact, this probably the first time in a while that a Mario title was one of the most impressive pieces of software on Nintendo hardware. We should probably just expect a kind of dry spell until PS2 development ceases and developers start actually trying to master whatever GPU architecture is actually under the hood, assuming the machine is popular.
 
fearsomepirate said:
Whatever Wii's power, I think it's clear that it's not being fully utilized by a lot of these early games. After all, Factor5, Retro, and Capcom really showed us what Cube could do, but not many studios caught on, and many of these 3rd-party shots are beneat the bar that those studios have already set. I'm going to guess that a lot of this early stuff is going to be based off whatever the studios have in-house for Gamecube, which as we all know was pretty much ported over from PS2. In fact, this probably the first time in a while that a Mario title was one of the most impressive pieces of software on Nintendo hardware. We should probably just expect a kind of dry spell until PS2 development ceases and developers start actually trying to master whatever GPU architecture is actually under the hood, assuming the machine is popular.

Thats actually my biggest worry, sets a negative image on what to expect from many thirdparty titles. These devs really need to put in alot of work on gameplay, going the lazy route, is disrespectful to me as a gamer. Well I guess it should be expected.
 
To repeat my question from the 300 post range:

Do we really know anything concrete about Hollywood yet? I see a lot of speculation, speculation on speculation, and arguements about whether screenshots are realtime or not... but nothing substantial.

Not raining on the good discussion, but I am curious: Do we actually know anything yet?

If so a summary of points would be nice as this is a... very... long... thread.
 
What we know:

1. It's not based of existing PC architecture, but is from the ground-up built for Nintendo (ATI interview).

2. It's not a shader-intensive GPU but focuses on doing things through textures (Legitimate Ubisoft interview).

3. It's clocked at 250 MHz or more.
 
They're from the publisher obviously. And those 'silly poses' hold more weight than you seem to appreciate. You can't just stroll up and get your hands on a Wiimote, so how did someone make them? If these are amateur created images as you suggest, then the person would have to either create the photos themselves or source them from elsewhere. If your suggestion is that they took existing publicity shots and attached them to the CoD3 images, then good luck finding the originals because the burdon would be with you on that one. And I suppose it is just coincidence that they are imitating the actions depicted in the game shots too?

Please don't start this "burden of proof" nonesense that always seems to end up apearing in forum discussions. I am under no more of a burden to prove anything then you are.. Frankly its silly to keep arguing, at the end of the day whatever those shots are doesn't really change my view, which is that they're poor quality.
 
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Swaye

I've seen far better scans then you just posted, not that it matters of course.
 
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fearsome said:
What we know:

1. It's not based of existing PC architecture, but is from the ground-up built for Nintendo (ATI interview).

2. It's not a shader-intensive GPU but focuses on doing things through textures (Legitimate Ubisoft interview).

3. It's clocked at 250 MHz or more.

to add to the above, i think we could also rather safely assume that hollywood's going to be a superset of flipper. IOW flipper2. this stems from that fact that chances for a entirely different achitecture that emulates flipper are fairly low, not without the mandatory leap of power required for largely-departed emulations. that said, even if the original flipper got extended only quantitatively, that could sill produce a significant qualtitative step up from the cube, as the cube employed a very sane gpu architecture*. moreover that some of the footage seen so far strongly suggests that.

* contrary to the common mantra these days, ALU prowess can buy you only this much in today's rendition standards. textures still matter, and matter a lot - they are not going anywhere anytime soon. so an indirect-textures-optimised architecture is far from being obsolete. take that from somebody who has to deal with decent-ALU-but-can't-texture-a-damn GPUs on a daily basis.
 
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