Zelda Wii trying to match MH3's graphics!

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BrunoBRS

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#51 BrunoBRS
Member since 2005 • 74156 Posts
that's really old news, really. from 2009 actually, if i remember correctly. they never said "very realistic", they said "look even better than MH3". a game doesn't have to be "more realistic" to look better. for example, i still think wind waker is one of the most gorgeous games ever.
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painguy1

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#52 painguy1
Member since 2007 • 8686 Posts

[QUOTE="painguy1"]

[QUOTE="maxgil2"]

@ mouthforbathory/painguy1

Any games on Wii so far that you've seen that pushes the Wii hard or hitting it to MAX?...was SMG/MH3 close? (might be a dumb question)

mouthforbathory

haha no its not a dumb question. im also a bit unsure, but lets create a perfect scenario in which Nintendo is the developer and they plan on using everybit of the wiis hardware. Take a look at galaxy's framerate. its 60fps. Take that scenario and lets say we increase the graphical intensity by 20% maybe even 25%(highly unlikely to be perfect 25%, but this is me being hopeful :P). Thats basically the max, but this of course is a perfect case scenario that i honestly dont believe will happen througout the wii's lifetime. Its very hard and costly, and i dont believe that anyone besides Nintendo is willing to spend that kind of time and effort. Thats even a steep expectation for Nintendo IMO. At this point we are trying to squeeze the Wii dry of whatever power is left in the box. The fact that Nintendo is sayng they want to compete with MH3 is an obvious sign. But like i siad before, I have no doubt in my mind they can easly achieve this goal, but after that i think we wont be able to get much more out of the wii. The most i think we will see is 10% maybe 15%. It may sound like a low number, but 15% can make a big difference.



You can't just speak in percentages, GPUs and CPUs are not really like that, especially the GPU as it's constructed of multiple "pipes" as well as the TEV. It's all about making your code more efficient, and/or using tricks to make things appear as "better", and in the graphics space, LOD management is one of the best ways to do that, though a keen eye easily notices.

As for what you said about the system earlier, nothing has been confirmed about the CPU or GPU being real architectural improvements from the GC, just die shrinks and for the CPU some added SIMD functionality and instructions. It's still a PPC750 family processor. Starlett is just an ARM9 core (confirmed through Homebrewers) that purely manages I/O and software security. There is no known FPU anywhere in the system, and nothing so far has shown it to be possible. The heavily physics based games like Elebits and Boom Blox are purely running on the CPU. It's not that powerful, but it's certainly capable of handling it since there is nothing else to manage like AI and basic game orchestration is simple in those settings.The TEV isn't as flexible as the programmable architecture in the Xbox's GPU (which is Geforce 3 related), but in conjunction with the CPU it can do effects like normal mapping, though it readily does EMBM and other various types of basic bumpmapping extremely efficiently. The Wii's real improvments like lie in the memory bandwidth and amount of RAM in general. Because of that, the Wii isn't just 50% more powerful, it should be able to realistically achieve 2x the results the GC could thanks to the increased efficiency. The CPU and GPU are the real bottlenecks now. Super Mario Galaxy, the Conduit, MP3 and some other titles support this notion.

As for pure theoreticals, 140 million triangles is way out of the Wii's league. It's maybe 70 million at best. Real games at highest would probably be running a quarter of that number once purely textured and lit. The Xbox was running at best 20 million, though the record in game last gen is held by a Gamecube title: Rogue Squadron III, which IIRC is pushing 20 million/second. I've read some discussion on the title, and it's purely amazing how Factor 5 managed to do it especially while still running self shadowed vehicles as well as bumpmapping on the vehicles and many other surfaces. Water ran a shader when present too, though I've noticed some of the levels make the system slow down.

As for the Wii, here are my graphical highlights:

Super Mario Galaxy - Best use of the system's strengths. EMBM spammed everywhere. Some fur shading. Very good geometry throughput and lighting, as well as rock solid 60 fps.

Metroid Prime 3 - Extremely high polygon throughput, HDR and bloom lighting (IMO a waste) at rock solid 60 fps.

The Conduit - Employment of largest amount of varying graphics techniques, including normal mapping, EMBM, dynamic shadows, bloom lighting (though wastefully over-used). My favorite thing though was the dynamic water simulation. Absolutely fantastic though only present in "lull" areas of the game where there is nothing else to orchestrate. Expect to see all these techniques again in Gladiator AD turned Tournament of Champions.

Overlord Wii - Large scale shadowing system that included self shadowing. Unfortunately it's very low resolution, but a good effort on the part of the developers. The Wii just can't handle too much shadowing. It's very expensive.

There are other games to mention I'm sure, but I've actually played most of those.

If there is one thing about the Wii I could realistically improve, it would be the CPU. I would've employed a generation better CPU maybe Power 4. Backwards compatibility would've been preserved while gaining a much better CPU that was readily available. Only issue might have been heat, but the performance gains would've been massive. Areas where the GPU lacked could be made up for somewhat by the much faster Floating Point capabilities.

What do the Wii's 16 pipelines have to do with measuring preformances with percentages? Anyone can measure preformance with percentages. Infact PC tech reviewers do it all the time when ever a new piece of hardware is released. its simple math. Just take the previous hardware and compare. Its nothing complicated. You can easly do that with games aswell if you know the fps, the current hardware, and the effects present in the game etc. There are a number of ways to do this. Infact there are many debug units for the wii, u can even make ur own (majority of devs in the homebrew scene do it)

Yeah ive already mentioned that many times. I siad it is subjective to the game engine and how it is designed.

actually the wiis hardware is documented very well on a certain site. i cant say the name because i will get banned, but i bet u get the idea. Go read it if u know what im talking about. Starlet does do I/O fucntions, but also does some software aswell as hardware acceleration. Whoever told you that at a homebrew site is wrong. Also the GC had an FPU and the Wii doesnt. Open up ur Wii and u can see. once again this is all documented in detail on that site i mentioned.

yeah thats kinda obvious, but we werent talking about those features before hand. u just mentioned selfshadowing which can be handled on the GPU aswell. AI and physics are obviously handled on the CPU considering that the Wii has no OpenCL support, only OpenGL support. Its also like this on every other system with the exception of PC games with physx support or CUDA etc.

The TEV is capable of producing shaders similer to those used by GPU's with fixed-function, and programmable pipelines. The only difference is that the pixelshaders GPU's have more pipelines, but smaller limits in the data that can be used. While the Wii's TEV has less "16 stages to be exact", but has a very large data limit.

Once again i have to repeat myself. 140 RAW triangles, NOT TEXTURED. 70 million isnt overkill. 20million is too low. 100 million is the official number nintendo has given out with a textured game. Nintendo rarely comments on their hardware, but even im skeptical so i took into account the TEV poly usage, and estimate around 70 mil. 20 million is too low. You really are underestimating the capablities of the wii. I know its not the strongest little box this gen, but its is capable of much more than u seem to make out of it. The wii may have bottlenecks much like the xbox, but the issue the xbox had was much worse than with the wii. the poly's wont go that low (20mil) on high production games like Nintendos First Party titles.

Obviously any hardware improvement is better, and I much like you wouldnt mind the changes, but cost then becomes an issue and that is Nintendos main concern. If they did use a Power4 though many games would lost compatability. Some games may still work, but alot of issues would arise because its using a very different core. I suppose if they kept the FPU that was present in the GC then maybe it would have been better.

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mouthforbathory

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#53 mouthforbathory
Member since 2006 • 2114 Posts
The Wii in all likely hood has 4 pixel pipelines, each with a single TMU and 4 ROPs. And if this site is all true and stuff, you should go ahead and tell me, because everything so far has shown the Wii to be the "overclocked" Gamecube we all consider it to be. The FPU is still in the console its part of the CPU, pull that out and hardware backwards compatibility would be impossible. Besides if the Wii really had 16 pipelines, it would make more sense to have 4 times as much RAM to back up the video memory needs in order to push the fillrate in such a GPU, on the order of 256 MB of total RAM or more. The other evidence supporting the OC'ed GPU issue is Wii's 480p z-buffer limit due to retention of the 1 MB on-GPU die framebuffer. Tiling possibly could be used, but it would most likely be too slow. If you want a good site for learning, go to beyond3d.com.
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dazzzilla

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#54 dazzzilla
Member since 2006 • 1246 Posts

Wow how can a game without shadows and dynamic lighting be classed as the best looking thing on the Wii :S, Super Mario Sunshine had proper shadows in 2002!.

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painguy1

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#55 painguy1
Member since 2007 • 8686 Posts

Wow how can a game without shadows and dynamic lighting be classed as the best looking thing on the Wii :S, Super Mario Sunshine had proper shadows in 2002!.

dazzzilla

those were actually texture applied

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gamefan67

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#56 gamefan67
Member since 2004 • 10034 Posts
I dont even think Monster Hunter Tri looks all that great. The areas are small and the graphics are kind of blurry. TP looks a lot better to me, but Monster Hunter Tri sports better textures. It is like comparing a sandbox game to a corridor shooter.
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dazzzilla

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#57 dazzzilla
Member since 2006 • 1246 Posts

Then you have to look at Twilight Princess, everything had a shawdow in that that realistically turned and changed shape as the sun went down, or if you were next to a house or another object. Sorry but I just dont think Monster Hunter looks that great from the images it just looks too bright with no shadows.... and im prettty dissapointed that I have yet to see a game on the Wii match Gran Turismo 4on the ps2 which ran at 1080i on ps2 hardware.

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IppoTenma

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#58 IppoTenma
Member since 2009 • 2972 Posts

[QUOTE="IppoTenma"]

Sorry Nintendo, I don't think you can match this.mrfokken

But at least TP had shadows and dynamic lighting./QUOTE]Have you seen MH3 in motion? TP looks really good, but it's a GC game. MH3 blows it away.

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ANIMEguy10034

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#59 ANIMEguy10034
Member since 2008 • 4955 Posts

MH3 looks gorgeous and probably uses the MP3 trick where every room loads. Ninty can probably pull the graphics off since it's their hardware but Zelda overworlds has always been "open" and vast. I don't think loading times between each segment of the map will be good in Zelda. Especially when Hyrule was HUGE in TP. I also found the loading a bit irritating in MH3. If they used cutscenes for loading screen replacement, I can see that working out. Maybe the use of quick loading in dungeons or when bosses appear. :?

I won't be surprised if Zelda Wii becomes Dual Layered... :P

oooo.... I'm geting chills already. :D

BTW, I loved how you can see places you have been to from far away in TP. I always used the HawkEye item to find some stuff. I once saw the Faron Woods warp point from Kakariko Gorge and the Lake Hylia warp point from the big Hyrule Field. :P Doesn't make me feel so isolated, but the NPCs could have been better.

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kenakuma

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#60 kenakuma
Member since 2007 • 3462 Posts

I personally think MH3 blows twilight princess out of the water both graphically and visually!

Thats just my opinion I guess though...

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Gohansephiroth

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#61 Gohansephiroth
Member since 2005 • 9871 Posts

I personally think MH3 blows twilight princess out of the water both graphically and visually!

Thats just my opinion I guess though...

kenakuma

if it didnt i think something would be wrong at capcom, i mean considering TP is a 4 year old game built on older hardware MH3 should look better no matter what. Anyway im not gonna expect it to looks miles better than TP but im sure ill be happy with however Zelda Wii ends up looking (As long as the art style is good thats enough for me).

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LegatoSkyheart

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#62 LegatoSkyheart
Member since 2009 • 29733 Posts

pleasepleasepleasepleasePLEASE LET THIS BE A NINTENDO/CAPCOM ZELDA GAME! capcom has dome SO well with 2D zelda games! let them co-op with ninty on a 3D one! i would seriously record myself crapping my pants if this happened!garrett_duffman

Oracle of Ages and Seasons and Link's Awakening put a big impression on you huh? :P

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gamefan67

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#63 gamefan67
Member since 2004 • 10034 Posts

[QUOTE="garrett_duffman"]pleasepleasepleasepleasePLEASE LET THIS BE A NINTENDO/CAPCOM ZELDA GAME! capcom has dome SO well with 2D zelda games! let them co-op with ninty on a 3D one! i would seriously record myself crapping my pants if this happened!LegatoSkyheart

Oracle of Ages and Seasons and Link's Awakening put a big impression on you huh? :P

Whoa! Hold your horses partner. EaD made Link's Awakening. Flagship made the Oracles and Minish Cap.
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dazzzilla

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#64 dazzzilla
Member since 2006 • 1246 Posts

I doubt nintendo would let capcom help with this game, I mean they dont even do the handheld games anymore, PH and ST have been made by Nintendo EAD, and personally I wouldnt like capcom to partner nintendo making Zelda wii. They have all they need in house and have proven to be more capable of making amazing games much more often than capcom.

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Zanoh

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#65 Zanoh
Member since 2006 • 6942 Posts

Let's see what lays down the road ahead.

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BrunoBRS

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#66 BrunoBRS
Member since 2005 • 74156 Posts
[QUOTE="LegatoSkyheart"]

[QUOTE="garrett_duffman"]pleasepleasepleasepleasePLEASE LET THIS BE A NINTENDO/CAPCOM ZELDA GAME! capcom has dome SO well with 2D zelda games! let them co-op with ninty on a 3D one! i would seriously record myself crapping my pants if this happened!gamefan67

Oracle of Ages and Seasons and Link's Awakening put a big impression on you huh? :P

Whoa! Hold your horses partner. EaD made Link's Awakening. Flagship made the Oracles and Minish Cap.

and that's more than enough reason to hope capcom makes another 2D zelda. i mean, MINISH CAP!!!! but capcom closed flagship -.-''
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Hexagon_777

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#67 Hexagon_777
Member since 2007 • 20348 Posts

And this is why competition is a great thing.

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Gohansephiroth

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#68 Gohansephiroth
Member since 2005 • 9871 Posts

and that's more than enough reason to hope capcom makes another 2D zelda. i mean, MINISH CAP!!!! but capcom closed flagship -.-''BrunoBRS

I love minish cap and im always hoping we will someday get another handheld zelda that's as good as that title was.

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PSNIDCiocio313

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#69 PSNIDCiocio313
Member since 2009 • 391 Posts

i hope the next zelda hasa bit more realistic art direction...instead of the saturday morning anime U GI OH cartoon feel to it lol

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kenakuma

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#70 kenakuma
Member since 2007 • 3462 Posts

And this is why competition is a great thing.

Hexagon_777

Exactly my thoughts, with competition like this theirs no real loser!

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dazzzilla

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#71 dazzzilla
Member since 2006 • 1246 Posts

I will personally go to the shops and ask for a copy of MH3 and crush the disc before paying and leave it in a different section of the store then walk out like nothing happend if!;

Zelda does not have any shadows

Zelda does not have dynamic lighting

Zelda has massive load times inbetween each area.

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deactivated-5f24e9d9ab22f

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#72 deactivated-5f24e9d9ab22f
Member since 2004 • 530 Posts
I will personally go to the shops and ask for a copy of MH3 and crush the disc before paying and leave it in a different section of the store then walk out like nothing happend if!;dazzzilla
Do it, chicken.
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dazzzilla

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#73 dazzzilla
Member since 2006 • 1246 Posts

Your joking aren't you :P department stores have no clue what goes on until they close when the nightfill begins.

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deactivated-5f24e9d9ab22f

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#74 deactivated-5f24e9d9ab22f
Member since 2004 • 530 Posts
They also keep their games inside those locked DVD cases. Seriously where were you going to try this? Myer? DJs? Harvey Norman? Just try it, I dare ya.
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dazzzilla

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#75 dazzzilla
Member since 2006 • 1246 Posts

PSSSSH :P Not at a specialty store, I plan to go to BIG W where the games arent locked :P u just ask home ent for it and take it to the registers at the front with the rest of your stuff :P in which time I would crush it. But I dont think Nintendo is dumb enough to do all 3 of those things.

Ocarina of Time Had shadows... so if they fail to implement them we are sort of heading to pre 1998 :).

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kungfool69

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#76 kungfool69
Member since 2006 • 2584 Posts

the Wii needs Factor 5 to come and show everyone else hwo to do it!

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dazzzilla

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#77 dazzzilla
Member since 2006 • 1246 Posts

Yes they made some nice looking star wars games on the GCN, but you are forgetting they also hyped one of the worst games ever made :P Lair....

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damnet

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#78 damnet
Member since 2005 • 254 Posts

One of the reasons Monster Hunter 3 looks so great graphically is because of the small environments, all of which are separated by load times.

Sky-

That is the ONLY way wii games can look any good at all, just hope we still get some big overworlds on zelda with no loading times(just between big sections of course).

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NIEM0

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#79 NIEM0
Member since 2010 • 51 Posts

I don't really see what's so special about Monster Hunter 3's graphics. Having recently played the demo, I was overall unimpressed... even by Wii standards. The excessive bloom effects just make the game seem overly blurry and that doesn't even help to hide all the jaggies. I honestly don't see anything in this game that couldn't have been done on the PS2 let alone being impressive for a GCN or Wii game.

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Litchie

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#80 Litchie
Member since 2003 • 36111 Posts

I don't really see what's so special about Monster Hunter 3's graphics. Having recently played the demo, I was overall unimpressed... even by Wii standards. The excessive bloom effects just make the game seem overly blurry and that doesn't even help to hide all the jaggies. I honestly don't see anything in this game that couldn't have been done on the PS2 let alone being impressive for a GCN or Wii game.

NIEM0

I'm with you, judging by videos and screenshots. If Zelda doesn't crush this graphically, I'm going to be pissed.

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LoG-Sacrament

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#81 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="dazzzilla"]

I will personally go to the shops and ask for a copy of MH3 and crush the disc before paying and leave it in a different section of the store then walk out like nothing happend if!;

Zelda does not have any shadows

Zelda does not have dynamic lighting

Zelda has massive load times inbetween each area.

well the day/night system is important in zelda games, so id imagine that shadows would stay to go with that theme. also, load times are a killer for exploration, so im betting nintendo makes it a goal have minimal loading (as usual) to encourage the exploration that is at the heart of zelda. i wouldnt worry.
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kenakuma

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#82 kenakuma
Member since 2007 • 3462 Posts

I don't really see what's so special about Monster Hunter 3's graphics. Having recently played the demo, I was overall unimpressed... even by Wii standards. The excessive bloom effects just make the game seem overly blurry and that doesn't even help to hide all the jaggies. I honestly don't see anything in this game that couldn't have been done on the PS2 let alone being impressive for a GCN or Wii game.

NIEM0

I thought the demo looked pretty horrible as well but apparently thats not how the final game is gonna look.

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dazzzilla

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#83 dazzzilla
Member since 2006 • 1246 Posts

Not sure why its so hard for some developers to even match PS2 graphics on the wii....

That is Gran Turismo 4 on the PS2 from 2005. Why cant this be used as a model for what games on the Wii should look like, so far I havent seen anything close to it.

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garrett_duffman

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#84 garrett_duffman
Member since 2004 • 10684 Posts

[QUOTE="gamefan67"][QUOTE="LegatoSkyheart"]

Oracle of Ages and Seasons and Link's Awakening put a big impression on you huh? :P

BrunoBRS

Whoa! Hold your horses partner. EaD made Link's Awakening. Flagship made the Oracles and Minish Cap.

and that's more than enough reason to hope capcom makes another 2D zelda. i mean, MINISH CAP!!!! but capcom closed flagship -.-''

I want to see what capcom could do with a 3d zelda...

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BrunoBRS

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#85 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"][QUOTE="gamefan67"] Whoa! Hold your horses partner. EaD made Link's Awakening. Flagship made the Oracles and Minish Cap.garrett_duffman

and that's more than enough reason to hope capcom makes another 2D zelda. i mean, MINISH CAP!!!! but capcom closed flagship -.-''

I want to see what capcom could do with a 3d zelda...

... *looks at megaman 64* ... it's awesome, but it's not zelda :P
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garrett_duffman

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#86 garrett_duffman
Member since 2004 • 10684 Posts
[QUOTE="garrett_duffman"]

[QUOTE="BrunoBRS"] and that's more than enough reason to hope capcom makes another 2D zelda. i mean, MINISH CAP!!!! but capcom closed flagship -.-''BrunoBRS

I want to see what capcom could do with a 3d zelda...

... *looks at megaman 64* ... it's awesome, but it's not zelda :P

mmm... not close enough... *looks at monster hunter* ... where can zelda go from THAT?
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BrunoBRS

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#87 BrunoBRS
Member since 2005 • 74156 Posts

[QUOTE="BrunoBRS"][QUOTE="garrett_duffman"] I want to see what capcom could do with a 3d zelda...

garrett_duffman

... *looks at megaman 64* ... it's awesome, but it's not zelda :P

mmm... not close enough... *looks at monster hunter* ... where can zelda go from THAT?

i don't think link would survive long enough on munster hunter's world... he'd have to go underwater, and we all know the problems link has with that :P

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mrfokken

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#88 mrfokken
Member since 2009 • 642 Posts

Not sure why its so hard for some developers to even match PS2 graphics on the wii....

That is Gran Turismo 4 on the PS2 from 2005. Why cant this be used as a model for what games on the Wii should look like, so far I havent seen anything close to it.

dazzzilla

No. This is Gran Turismo 4 on the PS2, your shot was from a video--not game play.

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dazzzilla

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#89 dazzzilla
Member since 2006 • 1246 Posts

My shot is from a replay from Opera Paris.

What you have shown there looks far smoother than 99.5% of wii games.... my point still stands :P

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garrett_duffman

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#90 garrett_duffman
Member since 2004 • 10684 Posts

My shot is from a replay from Opera Paris.

What you have shown there looks far smoother than 99.5% of wii games.... my point still stands :P

dazzzilla
Its a racing game, you cant really compare the two. Racing games generally only have to focus on graphics and controls, as the gameplay is never very... for lack of a better term, deep. they can allocate more time and effort into graphics
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Ganados0

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#91 Ganados0
Member since 2008 • 1074 Posts

IMO Monster Hunter Tri looks equal to Twilight Princess in some shots and footage I saw. Next Zelda may be TP with higher res characters and areas (texture quality, rounder smoother looking ones) and effects like self shadowing and grass that looks like grass as demonstrated in many games last gen.

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intro94

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#92 intro94
Member since 2006 • 2623 Posts

[QUOTE="dazzzilla"]

My shot is from a replay from Opera Paris.

What you have shown there looks far smoother than 99.5% of wii games.... my point still stands :P

garrett_duffman

Its a racing game, you cant really compare the two. Racing games generally only have to focus on graphics and controls, as the gameplay is never very... for lack of a better term, deep. they can allocate more time and effort into graphics

racing games cant be used for any comparison in graphics. different genre, onrailed backgrounds and lack of motion captured animation, renders the process too much easier to do.Is like comparing a screenshot used as background and saying "Oh doh it looks much more real than this 3d background where the trees arent part of a screenshot but ACTUALLY modeled in real time".I would believe you if you brought something similar like..Monster hunter on the ps2 which, unsurprinsngly looks way behind.Or Dark cloud against its same generation counterpart, Twilight princess. Can you do that and tell me it looks better than 99% of wii games?please.Your point is too easy to destroy. If Grand turismo was done on the wii it would naturally look better than that.And if it looked just like the 360 version, nobody would be impressed anyway, because its a racing game.

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dazzzilla

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#93 dazzzilla
Member since 2006 • 1246 Posts

Im not getting you not impressed by Gran turismo :S? you do realise that Gran Turismo's fanbase is probably as big as Zelda's just in racing terms.

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Sepewrath

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#94 Sepewrath
Member since 2005 • 30712 Posts
I don't think they are saying their unimpressed with the game(but maybe they are, not everyone likes Gran Turismo) their saying that in a racing game, the only real constant on the screen is the car. Even the background takes a backseat because its blazing by at such speeds you don't really notice it after awhile. So with a focus on the car and really nothing else, developers can maximize the models. Take that game Split/Second it will not look anywhere near as good as GT5, because it's environment comes into play all the time, so work has to be put into that, special effects and the cars. While GT5 will focus only on the cars. Zelda is like Split/Second, there is more going on, on the screen then just Link.
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dazzzilla

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#95 dazzzilla
Member since 2006 • 1246 Posts

All I hope is that there isnt a loading screen every few minutes like with monster hunter, that seriously seemed worse than Red Steel2's terrible loading, although not as bad, as long as they dont try to hide it in such a horrible way that RS2 did.

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kenakuma

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#96 kenakuma
Member since 2007 • 3462 Posts

I wouldn't worry to much about loading in a Zelda game!

Although for me personally loading times have never been a problem and I can stand them if they end up making the game much tighter and better looking.

However, its pretty obvious you guys aren't into them so I'll stick in your camp for the sake of the great good :P