Revogamers
Extracts only (article is 4-5 pages long)
- On publishers not taking advantage of the Wii's power for graphics: "the hardware is very, very easy to understand. Now the problem might be -and it just might be- is that some studios -or some publishers specifically- are discarding the graphical capabilities automatically simply because it is a Wii title and they're basically telling the developers "look, we won't pay for any advanced graphics"."RG: Can it be because of their tools? That it would be easier if the Wii had standard shader effects... or is it a matter of work because you have to prepare the shaders for yourself?
JE: The one thing which makes it probably harder for developers who are coming from the traditional direction is that the shader system inside the hardware works quite differently, you have something more right about that than the traditional AGI and the video pipelines. Because the thinking back when the basic graphics hardware structure was developed was to get very, very efficient, that hotwired a lot of things. But there're many possibilities in terms of how to use that hotwiring and actually rewire it, if you're clever about it. If you connect you can get a lot of shader effects which would've been on the 360 or the PS3.
RG: If you "create" them on the Wii
JE: Yeah, because... on the Wii, you just have to be more ingenious. But the Wii, on the other hand... I mean, think about it: it's got so much more power compared to the GameCube. If even with the extremely similar shader hardware, the system clockrate is so much higher, you can do so much more advanced things, so if people just would look at Rouge Leader, Rebel Strike and Resident Evil 4 and then say: this hardware is significantly faster than those games it should have the very minimum they should get that and then they should build on top of it.
RG: And with much more memory...
JE: Yeah, exactly, and the memory! That is a very good point. Aside from the shaders, our main limitation which we always found on the GameCube was the memory: the memory was a struggle the whole time; it was a very hard struggle. That was actually our biggest struggle. When we got the Wii specifications we were excited because we said "wow, this is actually the amount of memory which we needed"
RG: The memory problem you had before
JE: Yes, exactly, that would've been our "dream memory". (laughs)
- On F5's next project: "We're honestly at this point thinking about several titles in development (...). So might be PS3, might be Wii... we're totally open to that."
Tons more at the link my chubbies including engine talk, Mario Galaxy chat, motion controls and more! Goooooo! :)
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