now, what little of mp3 i've see until now demonstrates an upgrade in scene geometry complexity way above the dry 50% we could expect.
From what I gathered from various devs comments, what really hampered the NGC was the lack of RAM. Perhaps RAM limitation was the bottleneck in MP1/2, and as such corners were cut in scene complexity (I know polygons are not RAM-hungry, but you have to texture those).
Not saying there definitely isn't more to the Wii hardware than what was seen until now, but I'm not exactly getting my hopes up.
Nintendo said they invested a lot of money in the development of Hollywood and Broadway (I remember figures of over 1 billion dollars). There is no way (with them being very business-savvy) that they invested such huge sums of money and got fooled by IBM/ATI before ending with smaller and slightly faster version of the same chips. So there are 3 possibilities here :
- Nintendo is lying/misleading. For example, $1B could be the total amount of money invested in those lines of chips, counting development costs already accounted for in the GC (Flipper+Gekko)
- Hollywood and Broadway are, as many Nintendo fans hope, much more than overclocked GC chips, and their true power will be unleashed later (SDK update...). That
could be the case, but I suspect a couple of titles could at least take advantage of some of this power. Right now, the best Wii games look good not from a technical standpoint, but rather from good artistic direction. Nintendo is taking a huge backlash on the technical side, and a couple of tech demos using the "true power" could really help.
- The chips in the final Wii are not those which were developed by ATI/IBM. Which leads us to...
My tinfoil hat theory is that development on the Wii first started with ambitious graphics/low power in mind, and work began on Hollywood/Broadway in this direction, coupled with experiments in innovative controls (which ultimately ended with the Wiimote), and forecasts for small/medium losses on HW at launch (classical razor blades sales model). But the immense success of the DS, coupled with the early launch of the 360 led Nintendo to rethink their approach. They saw how Backward Compatibility and small games could help a console (nice reception to the Zelda bonus discs on GC, GBA BC helped tremendously the early days of the DS in the US...), and how offering a "Virtual Console" and full NGC backward compatibility could help fill their release schedule (biggest problem of the NGC and N64) and their launch lineup (Zelda TP, I'm looking at you).
But with their power-saving approach and technical limitations, they couldn't include Flipper+Gekko in the Wii form factor in addition to more powerful Hollywood+Broadway, so they decided to go with upgraded/overclocked NCG chips instead, and rely on the controller (which is what worked so well for the DS). That would also allow them to keep costs in check.