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I'm wondering because HVS says there is a lot of "untapped power" in the wii. So How strong do you think the wii is or if you know HOW strong the Wii isJackal1721They say that, yet can't make a game more beautiful than Mario Galaxy. Therefore, so far the Wii is able to handle Mario Galaxy and maybe a little more and that's about it.
They say that, yet can't make a game more beautiful than Mario Galaxy. Therefore, so far the Wii is able to handle Mario Galaxy and maybe a little more and that's about it.[QUOTE="Jackal1721"]I'm wondering because HVS says there is a lot of "untapped power" in the wii. So How strong do you think the wii is or if you know HOW strong the Wii isWintry_Flutist
You really can't compare the visuals of The Conduit to Mario Galaxy's. The Conduit is going for a more realistic approach, while Mario does not. If HVS made a stylized game then it would be comparable to Galaxy if not better. If you're into a stylized cartoony visuals...then of course you'd think Galaxy is the better looking game. If you're into a realistic approach, then The Conduit would be more appealing. It's apples and oranges.
I look at it this way: The Wii may be "two Gamecubes duct-taped together" as that douchebag from EA/Maxis said, but the Gamecube was able to pull out a game like Twilight Princess... Now, regardless of how one may feel about Twilight Princess as a game, in terms of graphics, what the little purple box accomplished with that game is kind of astounding. There may be some ugly terrains here and there, but it's miles ahead of any other game from last generation, especially for a game THAT big, with such a gargantuan world. Now, you just multiply that mental image by two. That sounds like some really good stuff to me.
Just to illustrate what I just said:
Multiply THAT by two.
They say that, yet can't make a game more beautiful than Mario Galaxy. Therefore, so far the Wii is able to handle Mario Galaxy and maybe a little more and that's about it. while ati representatives and nintedo expressed that mario galaxy didnt tap the wii capabilities either, that mario galaxy was the tip of the iceberg.So " maybe a litlte more" is probably a gross understatement.Unless ATI and Nintendo dont know well their hardware.[QUOTE="Jackal1721"]I'm wondering because HVS says there is a lot of "untapped power" in the wii. So How strong do you think the wii is or if you know HOW strong the Wii isWintry_Flutist
I look at it this way: The Wii may be "two Gamecubes duct-taped together" as that douchebag from EA/Maxis said, but the Gamecube was able to pull out a game like Twilight Princess... Now, regardless of how one may feel about Twilight Princess as a game, in terms of graphics, what the little purple box accomplished with that game is kind of astounding. There may be some ugly terrains here and there, but it's miles ahead of any other game from last generation, especially for a game THAT big, with such a gargantuan world. Now, you just multiply that mental image by two. That sounds like some really good stuff to me.
Just to illustrate what I just said:
Multiply THAT by two.
LordQuorthon
I don't thinkdouble the power = double the graphics. It certainly doesn't mean double the resolution. Take digitial cameras for example -- resolution increase is not linear. You needfour times the pixels to double the resolution, doubling thepixels will only result in a noticeable increase in detail (i.e. a 20 megapixel camera has twice the resolution/detail of a 5 megapixel camera).
Point is, the Wii should be noticeably better than the Gamecube, but not twice as good.
I look at it this way: The Wii may be "two Gamecubes duct-taped together" as that douchebag from EA/Maxis said, but the Gamecube was able to pull out a game like Twilight Princess... Now, regardless of how one may feel about Twilight Princess as a game, in terms of graphics, what the little purple box accomplished with that game is kind of astounding. There may be some ugly terrains here and there, but it's miles ahead of any other game from last generation, especially for a game THAT big, with such a gargantuan world. Now, you just multiply that mental image by two. That sounds like some really good stuff to me.
Just to illustrate what I just said:
Multiply THAT by two.
LordQuorthon
That's a Wii screen :P
Anyway I think the Wii has good graphics, developers are just too lazy with the Wii since this whole, Casual gamer, 'The Wii is a family console' thing.
It's just another console, with different games. That is all.
theres no secret the wii used an ati hd 2600xt graphics chipset. which means at best its a low end gaming limitations of a pc. a 360 has an nivida 9600gso and the ps3 used an hd 3850. so in short if ur investing money in a console at best this year its mid ranged capabilities.
They say that, yet can't make a game more beautiful than Mario Galaxy. Therefore, so far the Wii is able to handle Mario Galaxy and maybe a little more and that's about it.[QUOTE="Wintry_Flutist"]
[QUOTE="Jackal1721"]I'm wondering because HVS says there is a lot of "untapped power" in the wii. So How strong do you think the wii is or if you know HOW strong the Wii isTri-Enforcer
You really can't compare the visuals of The Conduit to Mario Galaxy's. The Conduit is going for a more realistic approach, while Mario does not. If HVS made a stylized game then it would be comparable to Galaxy if not better. If you're into a stylized cartoony visuals...then of course you'd think Galaxy is the better looking game. If you're into a realistic approach, then The Conduit would be more appealing. It's apples and oranges.
Mario Galaxy is a better technical achievement than The Conduit and this remains a fact. Don't say it can't be compared.it says that spending a whole year scrapping the graphics and remaking them would be a waste even if they looked like a next gen game. They were fine,acceptable.2nd the game was scheduled as a gamecube game, and it was ready.And announced.Nintendo didnt have time to waste, the wii needed a game inmediatly,not a year later.Think about it as a businessman.2nd,is silly to buy any console for graphical potential.A good PC is much stronger than a p3 so anyone who wants only graphics can play on one.But that doesnt stops developers to push Ps3s or xboxex to look as good as their limitations allow. Same goes for the wii.Same went for ps2.You can push the hardware as long as it can go, to make your games look better.You dont buy a console of games to get the best graphics.well they had the choice of updating the graphics of twilight princess for the wii port, but miyamito didn't deem it worth delaying for...
Says something about the system no?
I mean it is kind of silly to buy a wii for its graphical potential
adizorz
[QUOTE="Tri-Enforcer"][QUOTE="Wintry_Flutist"] They say that, yet can't make a game more beautiful than Mario Galaxy. Therefore, so far the Wii is able to handle Mario Galaxy and maybe a little more and that's about it.
Wintry_Flutist
You really can't compare the visuals of The Conduit to Mario Galaxy's. The Conduit is going for a more realistic approach, while Mario does not. If HVS made a stylized game then it would be comparable to Galaxy if not better. If you're into a stylized cartoony visuals...then of course you'd think Galaxy is the better looking game. If you're into a realistic approach, then The Conduit would be more appealing. It's apples and oranges.
Mario Galaxy is a better technical achievement than The Conduit and this remains a fact. Don't say it can't be compared.No one said Galaxy was not a great technical acheivement. They cant be compared because they are completely different art styles and are going for a completely different look. Not to mention that they are developed by different people with their own unique vision of what they want from their game. Both games are amazing in their own rights.
[QUOTE="LordQuorthon"]
I look at it this way: The Wii may be "two Gamecubes duct-taped together" as that douchebag from EA/Maxis said, but the Gamecube was able to pull out a game like Twilight Princess... Now, regardless of how one may feel about Twilight Princess as a game, in terms of graphics, what the little purple box accomplished with that game is kind of astounding. There may be some ugly terrains here and there, but it's miles ahead of any other game from last generation, especially for a game THAT big, with such a gargantuan world. Now, you just multiply that mental image by two. That sounds like some really good stuff to me.
Just to illustrate what I just said:
Multiply THAT by two.
NirdBerd
That's a Wii screen :P
Anyway I think the Wii has good graphics, developers are just too lazy with the Wii since this whole, Casual gamer, 'The Wii is a family console' thing.
It's just another console, with different games. That is all.
It is a wii screen of what is essentially a gamecube port. Basically even though twilight princess looked amazing on cube and wii it could have been better on wii had they taken the time to really use the wii's power. Anyways we have a new zelda built for the ground up for wii coming before to much longer so we will all see what happens then.
No one said Galaxy was not a great technical acheivement. They cant be compared because they are completely different art styles and are going for a completely different look. Not to mention that they are developed by different people with their own unique vision of what they want from their game. Both games are amazing in their own rights.blueydwlf
Yes they can be compared. On a technical level. Don't avoid the truth, Mario Galaxy pushes the Wii a lot more than The Conduit.
You guys are comparing The Conduit to Super Mario Galaxy, but there's another game with good visuals as well:
Monster hunter 3 tri has some of the best graphics I've seen on the Wii!
[QUOTE="blueydwlf"]No one said Galaxy was not a great technical acheivement. They cant be compared because they are completely different art styles and are going for a completely different look. Not to mention that they are developed by different people with their own unique vision of what they want from their game. Both games are amazing in their own rights.Wintry_Flutist
Yes they can be compared. On a technical level. Don't avoid the truth, Mario Galaxy pushes the Wii a lot more than The Conduit.
I agree. Not only does SMG have more technical wise going on, it runs at twice the framerate while doing it.It has more processing power than any system from last gen (roughly 3 times faster than the original xbox).
Not quite as good as 360, but is able to get relatively close (as seen in great looking games like Mario Galaxy and Metroid Prime Corruption).
But no where near as good as the PS3 which has so much hardware and power in it that it isn't funny.
I honestly don't expect too much more out of the Wii tbh (graphics wise). It is more powerful than the GC, but it's not the huge jump that we saw with the PS360...so don't expect a huge jump from GC games. The only difference that I could possible imagine is better texturing, blooming, and other effects that just make the games look a slightly better.
That's not to say...you can't have good looking games, but you're still going to have jaggies (it just can't produce the amount of polys to get away from that) no matter what people say. Even the great Galaxy was rampant with jaggies, even ifit's the "best" looking game on the system. Look at MP3...there honestly isn't that huge of a difference between the GC titles and the Wii installment. The only major differences I saw were effects. For example; the missle/missle exhaust. This looks alot better in MP3, as it should....but the game isn't that much more advanced in terms of graphics. I'm not sure if that was intentional, or they just concentrated on the controls...but either way, it wouldn't surprise me if the Wii wasn't capable of much more.
Look at the Conduit vs MP3. Conduit (imo) has better lookingcharacter/enemy models (in terms of graphics, not style), but the enviroments are not as good looking(at least from what I've seen). Retro seemed to have balanced everything, and HVS seemed to put more emphasis on the above mentioned comparedto the enviroments.
I wouldn't expect much more than last generation...just slightly updated.Alln all... Nintendo will be the one who optimises the Wii's graphics capabilities the most....and it will most likely be with Zelda Wii. That's the way it's been for the past few consoles, and it wouldn't surprise me if they did it again.
That's not to say...you can't have good looking games, but you're still going to have jaggies (it just can't produce the amount of polys to get away from that) no matter what people say.
danger_ranger95
Antialiasing is what gets rid of jaggies, not a higher polygon count, and the Wii is certainly theoretically capable of antialiasing.
The 360 uses an ATI Xenos, which is basically the predecessor to the R600. The R600 is the foundation of the Radeon HD 2000/3000 series, so it would have less power than that (probably equivalent to X1900 or X1950 XT) The PS3 GPU is based off the 7800gtx core.theres no secret the wii used an ati hd 2600xt graphics chipset. which means at best its a low end gaming limitations of a pc. a 360 has an nivida 9600gso and the ps3 used an hd 3850. so in short if ur investing money in a console at best this year its mid ranged capabilities.
aura_enchanted
[QUOTE="blueydwlf"]No one said Galaxy was not a great technical acheivement. They cant be compared because they are completely different art styles and are going for a completely different look. Not to mention that they are developed by different people with their own unique vision of what they want from their game. Both games are amazing in their own rights.Wintry_Flutist
Yes they can be compared. On a technical level. Don't avoid the truth, Mario Galaxy pushes the Wii a lot more than The Conduit.
That's kind of hard to prove. Galaxy's style of graphics are easier on a system (smaller color palette and less detail is needed).[QUOTE="Wintry_Flutist"][QUOTE="blueydwlf"]No one said Galaxy was not a great technical acheivement. They cant be compared because they are completely different art styles and are going for a completely different look. Not to mention that they are developed by different people with their own unique vision of what they want from their game. Both games are amazing in their own rights.psychobrew
Yes they can be compared. On a technical level. Don't avoid the truth, Mario Galaxy pushes the Wii a lot more than The Conduit.
That's kind of hard to prove. Galaxy's style of graphics are easier on a system (smaller color palette and less detail is needed). until ive played the conduit i cant really say for certain whether galaxy is more advanced or not. but from the vids ive seen the conduit would definately give galaxy a run for its money at least on the technical side. some of the texture work on the conduit (like the ones applied to the all seeing eye) look really detailed and have all sorts of effects applied to them that i havent seen in galaxy. the enemies also look more detailed. on the flip side, im not sure how big the conduits levels are compared to galaxies and the animation is galaxy is also alot better and more consistent than the conduits from what ive seen. in terms of special effects...its very hard to call. every effect i can think of in galaxy i can remember seeing in a conduit video. also the water effects in the conduit are alot more sophisticated than galaxies (water reacts to the players actions in the conduit ala morrowind). on the flip side of that....galaxys geomerty seems alot more sophisticated (hell its a platformer....thats not surprising). the starting level for instance manages to pull off a sphere very very convincingly (somethign thats very hard in 3d graphics) and curves in general in galaxy are very smooth.[QUOTE="danger_ranger95"]
That's not to say...you can't have good looking games, but you're still going to have jaggies (it just can't produce the amount of polys to get away from that) no matter what people say.
GabuEx
Antialiasing is what gets rid of jaggies, not a higher polygon count, and the Wii is certainly theoretically capable of antialiasing.
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
That's kind of hard to prove. Galaxy's style of graphics are easier on a system (smaller color palette and less detail is needed).psychobrewNo, it's not hard. Art direction doesn't prevent one to see what's going on technically.
Galaxy did have alot going on at once.Even though I didn'tcare for it like most others did, you do have to give it credit. It was an acheivement technically, without a doubt...at least by Wii's standards
[QUOTE="GabuEx"]
[QUOTE="danger_ranger95"]
That's not to say...you can't have good looking games, but you're still going to have jaggies (it just can't produce the amount of polys to get away from that) no matter what people say.
danger_ranger95
Antialiasing is what gets rid of jaggies, not a higher polygon count, and the Wii is certainly theoretically capable of antialiasing.
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
runnign AA does make the game look sharper but it make the GPU run hotter and the FPS dropsbecause of the lack of GPU memoryalso the wii processor has nothing to do with AA its the gpu
[QUOTE="danger_ranger95"]
[QUOTE="GabuEx"]
Antialiasing is what gets rid of jaggies, not a higher polygon count, and the Wii is certainly theoretically capable of antialiasing.
carter15kd5
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
runnign AA does make the game look sharper but it make the GPU run hotter and the FPS dropsbecause of the lack of GPU memoryalso the wii processor has nothing to do with AA its the gpu
sorry, I guess I shouldn't have said "processing" power. That's not what I meant. I just meant...power over all. I do not believe the Wii has the power to produce games w/o jaggies even if it does have the power to perform AA, and whether it be from lack GPU power, or processing power, etc. whatever...
like I said...I don't know the correct terminology yet. I'm just guessing. I haven't seen a Wii game that's proven me wrong yet...so yeah. Hopefully I'll be surprised one day.
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
danger_ranger95
Well, to understand why antialiasing hasn't been done, you first have to understand what the process is behind antialiasing, why it's done, and what causes jaggies. It basically comes down to the limitation of the pixel system used in graphical displays in computers.
Suppose you have a 3D space that you want to render on the screen, and in this space you have a blue sphere and a white background. Suppose you have a theoretical resolution of 3x3. Here's a graphical representation of the "true" sphere and the pixel overlay that must approximate it:
Without anti-aliasing, you'd just take one single sample per pixel, for a total of 9 samples, like this (sample locations in red):
But there's a problem here: since each pixel can only hold one color, each pixel in this situation can thus only be in one of two binary states: it can either be part of the sphere, or be part of the background. Thus, you get a clear dividing line without antialiasing between the sphere and the background. And this is precisely what causes jaggies. The resulting image (enlarged) would look like this:
Not exactly a very faithful representation of the sphere.
With antialiasing, a pixel on the outer edge has to be aware of the fact that it really only contains 1/2 of the sphere's edge, and that it should not be a solid color in one direction or the other. The way to do this is basically to calculate more colors than there are pixels and then take an average of the colors surrounding a pixel. For example, suppose you have that same 3x3 resolution. With antialiasing, the samples you take might instead look like this:
Here, we now have nine samples per pixel rather than just one, and this enables us to interpolate and calculate just how much of the sphere is in each pixel, and thus we can make the pixels representing the edges of the sphere somewhere in between blue and white to represent the fact that they really only contain part of the sphere. The resulting image from this is as follows:
Much better. Obviously still not representative of a sphere, but this is about the best we can do with only nine pixels.
But there's an obvious problem: rather than 9 samples, we now have 49. That's a huge increase - we have effectively upped the resolution to 7x7 and then squished the results into 9 pixels. And this is exactly the problem with antialiasing - you have to basically render the image in a higher resolution than will be displayed in order to achieve it.
If this were instead a 16:9 480p resolution of 852x480, without antialiasing you'd need to take 408,960 color samples per frame, whereas with antialiasing you'd need to take 1,638,505 samples per frame - the equivalent of rendering in an unantialiased resolution of 1705x961. That's almost 1080p!
Of course, there are optimizations that can be made, but this general idea is nonetheless the case - rendering an image with antialiasing enabled is basically equivalent to rendering that image in a higher resolution than what is actually displayed. And that's precisely why an antialiased experience requires much more graphical power than an unantialiased one.
I hope that makes sense. :P
[QUOTE="danger_ranger95"]
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
GabuEx
Well, to understand why antialiasing hasn't been done, you first have to understand what the process is behind antialiasing, why it's done, and what causes jaggies. It basically comes down to the limitation of the pixel system used in graphical displays in computers.
Suppose you have a 3D space that you want to render on the screen, and in this space you have a blue sphere and a white background. Suppose you have a theoretical resolution of 3x3. Here's a graphical representation of the "true" sphere and the pixel overlay that must approximate it:
Without anti-aliasing, you'd just take one single sample per pixel, for a total of 9 samples, like this (sample locations in red):
But there's a problem here: since each pixel can only hold one color, each pixel in this situation can thus only be in one of two binary states: it can either be part of the sphere, or be part of the background. Thus, you get a clear dividing line without antialiasing between the sphere and the background. And this is precisely what causes jaggies. The resulting image (enlarged) would look like this:
Not exactly a very faithful representation of the sphere.
With antialiasing, a pixel on the outer edge has to be aware of the fact that it really only contains 1/2 of the sphere's edge, and that it should not be a solid color in one direction or the other. The way to do this is basically to calculate more colors than there are pixels and then take an average of the colors surrounding a pixel. For example, suppose you have that same 3x3 resolution. With antialiasing, the samples you take might instead look like this:
Here, we now have nine samples per pixel rather than just one, and this enables us to interpolate and calculate just how much of the sphere is in each pixel, and thus we can make the pixels representing the edges of the sphere somewhere in between blue and white to represent the fact that they really only contain part of the sphere. The resulting image from this is as follows:
Much better. Obviously still not representative of a sphere, but this is about the best we can do with only nine pixels.
But there's an obvious problem: rather than 9 samples, we now have 49. That's a huge increase - we have effectively upped the resolution to 7x7 and then squished the results into 9 pixels. And this is exactly the problem with antialiasing - you have to basically render the image in a higher resolution than will be displayed in order to achieve it.
If this were instead a 16:9 480p resolution of 852x480, without antialiasing you'd need to take 408,960 color samples per frame, whereas with antialiasing you'd need to take 1,638,505 samples per frame - the equivalent of rendering in an unantialiased resolution of 1705x961. That's almost 1080p!
Of course, there are optimizations that can be made, but this general idea is nonetheless the case - rendering an image with antialiasing enabled is basically equivalent to rendering that image in a higher resolution than what is actually displayed. And that's precisely why an antialiased experience requires much more graphical power than an unantialiased one.
I hope that makes sense. :P
yes, thanks for taking the time to respond to me, greatly appreciate it!
In your last sentence, doesn't that basically prove me right though? Not saying the Wii can't handle the AA, but in order to make them (to the naked eye) non-existant in an actual Wii game...does the Wii actually have the power to do so?Are there any tricks developers can use to get around using antialaising due to it using more resorces?
Either way, that's insane information right there. I can only imagine how many samples are taken while playing anantialaised PS360 gamebeing displayedin16:9 1080p. I guess I still have alot to learn :P
In your last sentence, doesn't that basically prove me right though? Not saying the Wii can't handle the AA, but in order to make them (to the naked eye) non-existant in an actual Wii game...does the Wii actually have the power to do so?Are there any tricks developers can use to get around using antialaising due to it using more resorces?
danger_ranger95
What I was basically showing is why jaggies have nothing to do with the polygon count - a greater polygon count certainly increases the detail in any given frame, but it's not going to do anything about jaggies. I certainly do agree that it'd be a formidable challenge to get a great-looking Wii game that is also antialiased. I'm not an expert in computer graphics by any means, though, so I can't really comment or speculate on whether there are any tricks that could produce an experience like this on the Wii.
[QUOTE="carter15kd5"]
[QUOTE="danger_ranger95"]
I'm sure it is capable of anitaliasing, but why hasn't even the great Nintendo taken advantage of that then? I'm not trying to prove you wrong, or saying you're wrong...but I would assume there is more to do with it than just anitalaising.
If a system is capable of a million polys vs a system of only ten thousand, and both are capable of antialaising...which is going to have smoother looking edges? Again, I would assume processing power is mixed in there as well lol. I don't have the technical knowledge yet, so please.....feel free to prove me wrong :P
runnign AA does make the game look sharper but it make the GPU run hotter and the FPS dropsbecause of the lack of GPU memoryalso the wii processor has nothing to do with AA its the gpu
sorry, I guess I shouldn't have said "processing" power. That's not what I meant. I just meant...power over all. I do not believe the Wii has the power to produce games w/o jaggies even if it does have the power to perform AA, and whether it be from lack GPU power, or processing power, etc. whatever...
like I said...I don't know the correct terminology yet. I'm just guessing. I haven't seen a Wii game that's proven me wrong yet...so yeah. Hopefully I'll be surprised one day.
It doesn't matter if it's a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), both process information as their names imply. They just do it differently. The term "processing power" can be used for both.[QUOTE="danger_ranger95"][QUOTE="carter15kd5"]runnign AA does make the game look sharper but it make the GPU run hotter and the FPS dropsbecause of the lack of GPU memory
also the wii processor has nothing to do with AA its the gpu
psychobrew
sorry, I guess I shouldn't have said "processing" power. That's not what I meant. I just meant...power over all. I do not believe the Wii has the power to produce games w/o jaggies even if it does have the power to perform AA, and whether it be from lack GPU power, or processing power, etc. whatever...
like I said...I don't know the correct terminology yet. I'm just guessing. I haven't seen a Wii game that's proven me wrong yet...so yeah. Hopefully I'll be surprised one day.
It doesn't matter if it's a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), both process information as their names imply. They just do it differently. The term "processing power" can be used for both.well thanks :)
hardware-wise, its essentially an Original Xbox with 88MB system RAM instead of 64MB.
with the exception that the Xbox had some games that displayed in 720p. But they didn't look all that great.
the Wii's CPU is roughly 1.5 times faster than the Cube, even some devs said the Cube's CPU could go faster than 485Mhz. The Wii's goes up to 729Mhz, in comparison the Xbox went to 733Mhz.
I wish they'd given it more oomphf.
yea i know they couldn't compete and still be affordable, but they could've made it 128MB RAM, and still 64MB VRAM, or slightly more VRAM, 128MB or 96MB. bump the CPU to 1.0Ghz, or dual 1.4Ghz CPU's.
it really would've helped getting some devs on board earlier. but they didn't. nuttin' we can do now.
hopefully nex gen they're competiting WHILE delivering something new (in terms of user input AND computer hardware)
id just to love to see them not skimp out on the graphics chipsets next time. seriously the wii is using last year mid ranged standards. which currently is low for modern games.
I dont know, i haven't seen any system use anti aliasing. and most of the systems out there upscale and dont actually do 1080 or 720. the pc is really the only one with the power for it, but you also have to pay for it. the wii hasnt really shown off its graphics power, or if it has, then im disappointed. but like i saw on a fail forum
nintendos hard core gamers
http://www.dabbledoo.com/ee/images/uploads/gamertell/Old_gamers.jpg
I dont know, i haven't seen any system use anti aliasing.
lpjazzman220
How much did you look? :P This is a screenshot with a resolution of 1920x1080, and it clearly has antialiasing - it's not heavy antialiasing, as evidenced by the fact that the areas with great light-dark contrast still look somewhat jagged, but it's there.
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