WiiGeePeeYou (Hollywood) what IS it ?

Status
Not open for further replies.
Teasy said:
Looks nice to me, it actually suits the system. I doubt it'll happen though.

Will the merger even be complete by then? It may still end up being an ATI logo...btw is the ATI logo even on the Xbox 360? It's probably on the box, but is it on the system?
BTW, it would seem a bit strange having the AMD logo on something that doesn't have an AMD cpu in it. You know, the original Xbox didn't have any logos on it, and it used an nvidia graphics chip, an Intel processor, and AMD's hypertransport. Maybe Nintendo just put the ATI logo on to get lower licensing fees?
 
Fox5 said:
Maybe Nintendo just put the ATI logo on to get lower licensing fees?

AFAIK Nintendo payed royalties, a fixed percentage per GCN sold went to ATI. Thus, Nintendo hadn't deal with ATI after they decided to lower the price as MS had to with Nvidia.
 
I've thinking about the rumored 16MBs of embedded memory on Hollywood, rumor I'll say. The benefit to having that much embedded memory would point to bandwidth. If so how much?

I'm thinking it would be used to accomodate texture sizes or AA or AF even.
 
Ooh-videogames said:
I've thinking about the rumored 16MBs of embedded memory on Hollywood, rumor I'll say. The benefit to having that much embedded memory would point to bandwidth. If so how much?

I'm thinking it would be used to accomodate texture sizes or AA or AF even.

It isn't a rumor, it is on the latest IGN article, although that thing is pretty bad but it seems it is in a different place than the 3MGs, so I would doubt it is used for the frame buffer maybe textures but it seems overkill specially considering that the wii only have about 2,5x of main RAM, I guess it is to other thing dont know what.

 
two of the new screenshots of

rayman-raving-rabbids-20060727023135340.jpg


rayman-raving-rabbids-20060727023147401.jpg
 
Skrying said:
Impressive looking, to the point that I dont think they are actuall game footage.
they are pretty low poly to be prerendered, and the lighting on the characters looks to be of the vertex variety. the only thing that really looks "too good" is the resolution, but some parts of both shots have some aliasing.
 
Skrying said:
Impressive looking, to the point that I dont think they are actuall game footage.


That is my first reaction to the first ss. But at least in the second I think that it should have some shadowing similar to the one presented in RS/Pokemon/Pangya.
 
see colon said:
they are pretty low poly to be prerendered, and the lighting on the characters looks to be of the vertex variety. the only thing that really looks "too good" is the resolution, but some parts of both shots have some aliasing.
That was my initial thought. Actually, it was more along the lines of: "I hope they can increase the poly count and make the rabbits less blocky." It didn't even cross my mind that the shots weren't realtime.

Despite the minimal geometry, the game looks good. So far, the most impressive facet of Wii's graphical capabilities, I think, is the lighting. The cocktail glass in the first shot actually looks like a glass, and the shadowing on the rabbits looks realistic.
 
nothing in those screens, to me, screams PRE-RENDERED. they both look realtime. they both look pretty good. not mindblowingly good, definitally low-poly, but pretty nice. especially the lighting.
 
Low-poly, not much in the way of effects, vertex lighting. Textures are fine I guess, but there's really not anything except/i] ordinary texturing. There's some bloom, and the colors look really vibrant. But the rabbits no longer have the fur we saw here:
http://media.wii.ign.com/media/821/821585/img_3599720.html

When you crop the bars out of the images, they're about 800x450...which scales up to 850x480. Looks like heavy amounts of AA + slight downsampling for PR to me. Here's a 3rd shot (notice the light bulb):

http://media.wii.ign.com/media/821/821585/img_3781354.html

Since this game is coming to PS2, it would kinda make sense that they're not focusing on big polygon budgets. But still, color me unimpressed. IGN says they're in-game from the Wii version.
 
fearsomepirate said:
Low-poly, not much in the way of effects, vertex lighting. Textures are fine I guess, but there's really not anything except/i] ordinary texturing. There's some bloom, and the colors look really vibrant. But the rabbits no longer have the fur we saw here:
http://media.wii.ign.com/media/821/821585/img_3599720.html

When you crop the bars out of the images, they're about 800x450...which scales up to 850x480. Looks like heavy amounts of AA + slight downsampling for PR to me. Here's a 3rd shot (notice the light bulb):

http://media.wii.ign.com/media/821/821585/img_3781354.html

Since this game is coming to PS2, it would kinda make sense that they're not focusing on big polygon budgets. But still, color me unimpressed. IGN says they're in-game from the Wii version.

Perhaps it's just art direction. Ancel or some dude at the art department probably thought fur-shaded rabbits don't look or go to well with Rayman's appearance, so they made them flat-shaded.

Edit: I think it's confirmed that rabbits (or at least hese normal types) will no longer be fur-shaded judging from this screen shot.
 
Personally, I like the non-furred version. The fur in that one screenshot looks pretty terrible IMO.
 
pc999 said:
It isn't a rumor, it is on the latest IGN article, although that thing is pretty bad but it seems it is in a different place than the 3MGs, so I would doubt it is used for the frame buffer maybe textures but it seems overkill specially considering that the wii only have about 2,5x of main RAM, I guess it is to other thing dont know what.




IGN said:
The announcements confirm IGN's previous reports that the Wii would make use of 1T-SRAM both in an embedded and individual application. Our most up-to-date specs promise 16MB of eDRAM (integrated in NEC's LSI chips) and 88MB of 1T-SRAM (the "additional external memory chip"), for a total of 104MB of system RAM, not counting the allegedly accessible 512MB of Flash RAM or the ATI Hollywood GPU's on-board memory, which is said to amount to 3MB.

that's kinda confusing.

16 MB of eDRAM (1T-SRAM) plus 3 MB of eDRAM (1T-SRAM) on Hollywood ?

maybe the 3 MB is because of backwards compat with Flipper/Gamecube, and the 16 MB is in a different place, and is one of the new things about Hollywood.


that puts Wii at 107 MB total RAM, all 1T-SRAM of one form or another,
compared to 43 MB total RAM in Gamecube (only 27 MB of that was 1T-SRAM).
 
Alstrong said:
Personally, I like the non-furred version. The fur in that one screenshot looks pretty terrible IMO.
I concur. The fur just looks noisy. Better to go with a fuzzy sort of anisotropic lighting IMO (which they don't appear to have BTW - lack of shaders? Or just a straight port of last-gen resources?).
 
Alstrong said:
Personally, I like the non-furred version. The fur in that one screenshot looks pretty terrible IMO.

Me too.
Anyway we most remember that it is a PS2 game too, so it is no showcase for Wii (or even GC) HW.

Megadrive1988 said:
maybe the 3 MB is because of backwards compat with Flipper/Gamecube, and the 16 MB is in a different place, and is one of the new things about Hollywood.

That would make sense if it does have a almost equal architeture but just a few additions that are independent of the flipper?

I would like if it is indeed some HW for physics/animations.
 
I've seen some pretty sweet fur-shading on Gamecube. Donkey Kong: Jungle Beat, Star Fox Adventures, and Final Fantasy CC come to mind. So few studios mastered the Gamecube hardware. I've been playing Star Fox Assault lately, and Namco just goes to town on the last level with the ridiculous multitexturing effects. It's very amateurish-looking (suffers from the "effect for the sake of having an effect" syndrome), but there's so much crap there that it's clear with a little practice, there could have been some really slick-looking stuff on Cube. IMO, Rayman is barely scratching the surface at this point.
 
We talked a while ago about how the lighting in some of the more recent Red Steel screenshots looks noticably different to the pre-E3 and E3 demo related content. The Red Steel blog which is being run off IGN confirms that they have "reworked" their lighting system as opposed to it being a plain jane downgrade:

http://blogs.ign.com/red-steel

In May, the graphics of the E3 demo were a work in progress. Remember, we are working on a console that is also currently in development. The console's calendar therefore conditions our own calendar. We received the Wii kit one month prior E3. It was just too short to implement the style we had in mind in the E3 version at that time.

...

So, this style is one of our big focuses, among many other ones, since we couldn’t make it for E3. We’ve reworked the lighting system, improve textures and added even more breakable elements. I’m happy let you have today a first look!
 
Mmmkay said:
We talked a while ago about how the lighting in some of the more recent Red Steel screenshots looks noticably different to the pre-E3 and E3 demo related content. The Red Steel blog which is being run off IGN confirms that they have "reworked" their lighting system as opposed to it being a plain jane downgrade:

http://blogs.ign.com/red-steel


It seems like PR BS IMO, I hope I am wrong as it does look much worst than the trailer for just a diferente art direction, I hope wii can still output the same gfx as the trailer and it is indeed just new art.
 
Status
Not open for further replies.
Back
Top