WiiGeePeeYou (Hollywood) what IS it ?

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Fox5 said:
IMO, RE4 had some horrible IQ and I'd hope it's not indicative of how Wii games will look.

I'd guess this was mostly caused by the letterboxing and thus reduced resolution. We hopefully won't have that problem on Wii.
 
pc999 said:
About the Pangya game
If we had direct feed shots it might be easier to say, but off the bat I'd call these prerendered using ingame assets (the major suspects are IQ and shadowing detail).

Mind you that the original PC game looks a notch worse then latest PS2 Minna No Golf, even if you play it on a very high end rig. But don't take my word for it - the game is a free download so anyone can try it if they can be bothered to navigate some korean text.
 
Considering the PC version is a free download I would think the team behind the game will not be anywhere near the size of the team working on the Wii version, which would explain the massive difference in graphics quality. Also I think there is a direct feed video, can anyone link to it for faf?
 
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ZiFF said:
“This has always been a core focus and strategy and ours (developing for PS3)… we’re encouraged. We are starting to port elements from the 360 to the PlayStation 3, and also from current-gen platforms into Nintendo Wii.” Activision

http://www.gamasutra.com/php-bin/news_index.php?story=10352

did you expect anything different? CPU-wise wii is closer to the prev gen than it is to its contemporaries. eventhough it may be a breeze to program for, a gekko at sub-GHz clocks is still considerable flops away from either xeon or cell.

assets-wise, though, i assume you failed to notice the following from that same article:
furhter in that same gamasutra article said:
A follow-up comment noted that, of the three next-gen platforms, there are "...many more similarities between 360 and the PS3, but [ed: incoherence in the original text] and we are getting the benefits over all 3 platforms in art and animation investment", implying, perhaps, that more complexity in terms of polygon counts and animation blending is available on the Wii than current-gen machines.
 
Beafy said:
I'd guess this was mostly caused by the letterboxing and thus reduced resolution. We hopefully won't have that problem on Wii.

It was several fold. Lower resolution, lower framerate, what looked to be lower quality filtering (there are some effects that look almost point sampled), and all sorts of compression/color depth artifacts.
 
Fox5 said:
It was several fold. Lower resolution, lower framerate, what looked to be lower quality filtering (there are some effects that look almost point sampled), and all sorts of compression/color depth artifacts.

Fox, i'm pretty sure that the re4 team did tons of (clever) corner-cutting (as they should), but has it ever occured to you that a great deal of the title's grainy, dirty look was intentional? it's a resident evil, after all, not a space shooter.
 
Studios who port assets from the PS2 to the Wii are simply going to see a massive disparity between their titles and the exclusives, bigger than the disparity between cross-platform games and Cube/Xbox exclusives. To look at typical cross-platform games, you'd think that current-gen consoles were almost incapable of bump-mapping, specula highlights, complex water shaders, fur shading, volumetric fog, self-shadowing, simulating shadows with projected textures, and environment mapping.

IMO, RE4's only significant problem was the jaggies. Hasn't Capcom ever heard of mip-mapping? The framerate was fine. It wasn't 60fps, but it rarely dipped below 30. The grainy camera filter was intentional. As for the occasional color banding, I don't like it either, but every console had problems with it this gen.
 
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darkblu said:
Fox, i'm pretty sure that the re4 team did tons of (clever) corner-cutting (as they should), but has it ever occured to you that a great deal of the title's grainy, dirty look was intentional? it's a resident evil, after all, not a space shooter.

No other Resident Evil ever had that look. It's also absent from emulated versions of RE4, though they could be missing features perhaps. RE4 doesn't look like it has a grain filter over it, ala silent hill though, it really does just look like weak filtering since the effect is definetely not global. I guess we'll have to wait for the PC version to find out for sure though.
 
Fox5 said:
No other Resident Evil ever had that look. It's also absent from emulated versions of RE4, though they could be missing features perhaps. RE4 doesn't look like it has a grain filter over it, ala silent hill though, it really does just look like weak filtering since the effect is definetely not global. I guess we'll have to wait for the PC version to find out for sure though.

I thought that the PC version was cancelled..
 
whatever graphical flaws people complain about with Gamecube Biohazard / Resident Evil 4, they don't bother me. the only thing I would've liked is smoother framerate, but then, the graphics would've had to have been cut back. If Wii could run RE4 at 60fps with anti-aliasing plus a few more villagers on-screen at once, even while keeping the borders (not fullscreen) to save on resources, I would be very pleased.
 
darkblu said:
did you expect anything different? CPU-wise wii is closer to the prev gen than it is to its contemporaries. eventhough it may be a breeze to program for, a gekko at sub-GHz clocks is still considerable flops away from either xeon or cell.


of course Wii CPU will not come even remotely close to the 3 PPE core Xenon in X360 or the 1 PPE + 7 SPE CELL in PS3.
but also, it's possible that Broadway could end up with less peak flops performance than the PS2's Emotion Engine.

EE: ~6.2 GFLOPs vs Gekko: ~1.9 GFLOPs vs Broadway 2.85 ~ 5.7 GFLOPs ?

just based on the lowend estimate (50% more than Gekko) upto the highend estimate ( 3 times Gekko)


if Broadway is 2 to 3 times the floating point performance of Gekko, then only some of that gain is by way of core clockspeed increase, the rest from architectural improvements.



the same can be said about Hollywood.
 
Fox5 said:
No other Resident Evil ever had that look. It's also absent from emulated versions of RE4, though they could be missing features perhaps. RE4 doesn't look like it has a grain filter over it, ala silent hill though, it really does just look like weak filtering since the effect is definetely not global. I guess we'll have to wait for the PC version to find out for sure though.

i did not mean it was a typical resident evil, i was just referring to the genre. and whether it had a grain filter on top or they just used sampling modes and art assets that give that look is not important.

remember HOTD2 on the dreamcast?

point being, bilinear with mipmapping is not the end-all-be-all of looks artists may want to achieve when striving to achieve a certain atmosphere.
 
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You can't really compared EE's GFLOP rating to Gekko or Broadway. Considering The Emotion Engine always had to be used heavily for graphics such as T&L.
 
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Fafalada said:
If we had direct feed shots it might be easier to say, but off the bat I'd call these prerendered using ingame assets (the major suspects are IQ and shadowing detail).

Mind you that the original PC game looks a notch worse then latest PS2 Minna No Golf, even if you play it on a very high end rig. But don't take my word for it - the game is a free download so anyone can try it if they can be bothered to navigate some korean text.


No need, I trust in your word. For one side I do expect them to improve the quality of the gfx (from sub PS2 standards) to Wii level but I do agree that this IQ is very high (maybe/probably fake like usual in promo shots) and the shadowing is also very good the other game with similar shadows had a art rework so I it is had to comment, anyway I am just giving a quote from the devs, I hope they aren't lying.

On a personal note I really hope there is that kind of shadowing on wii (in high complexity games) as I think that even last gen game with just the addition of this would look much better, I really think that good shadowing is on of the things that make wonders for the look of a game.

darkblu said:
did you expect anything different? CPU-wise wii is closer to the prev gen than it is to its contemporaries. eventhough it may be a breeze to program for, a gekko at sub-GHz clocks is still considerable flops away from either xeon or cell.

assets-wise, though, i assume you failed to notice the following from that same article:

Isn't (wouldn´t) this strange or even somewhat contradictory (ie, relatively, weak CPU but strong GPU), I mean in Wii case the CPU would have much more work to do for better gfx and animation (XB had vertex shaders and PS2´s EE is suited for that too).

(when I read that article I just interpreted it as Wii is better than current gen, but apparently not enough to get ports from next gen)
 
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Megadrive1988 said:
but also, it's possible that Broadway could end up with less peak flops performance than the PS2's Emotion Engine.

EE: ~6.2 GFLOPs vs Gekko: ~1.9 GFLOPs vs Broadway 2.85 ~ 5.7 GFLOPs ?

yes. but at the same time gekko's flops are much more readily available to devs than EE's flops ever were. remember how many ps2 titles actually used vu0 fully?

the same can be said about Hollywood.

i think that with hollywood matters stand a bit different. little can be said about it until we actually get to see it.
 
Fox5 said:
It was several fold. Lower resolution, lower framerate, what looked to be lower quality filtering (there are some effects that look almost point sampled), and all sorts of compression/color depth artifacts.
Thats the game's artsyle. I actually think it looks very good the color banding isnt as bad as people make it out to be
 
pc999 said:
Isn't this strange or even somewhat contradictory (ie, relatively, weak CPU but strong GPU), I mean in Wii case the CPU would have much more work to do for better gfx and animation (XB had vertex shaders and PS2´s EE is suited for that too).

not necesserily. depends entirely on the algoritms and approaches employed by the devs and artists. if we assume there's a set of 'sweet spot' visualisation techniques that yield good visuals at max rate, then i would venture to guess that the work-load under such scenarios would be mainly on the GPU. of course if you write a sw raytracer for a wii title things may be a bit tough : )
 
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