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TacticalElefant

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#1 TacticalElefant
Member since 2007 • 900 Posts
People forget that there are two very important things here: The game The Conduit, and the engine Quantum 3. Even if The Conduit sucks (of course we hope it does not), a brand new engine specific to the Wii made to support all sorts of high level features will actually be availabe for the console finally. High Voltage already wants to get the engine out there an market it, because this kind of pre-made tech is desperately needed for the Wii. I believe Factor 5 is doing the same thing with their current unannounced project which is both a game and a try at marketing an engine for the Wii as well.

All we can do is hope for the best really. The biggest hurdle I think they'll have to get over is lighting, as it seems the hardest to implement on a high level, especially if they are attempting to get some self shadowing (which is supported by Quantum 3) in the game.
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TacticalElefant

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#2 TacticalElefant
Member since 2007 • 900 Posts
[QUOTE="Baranga"]

AC, simply because it's the first game to need a dual-core.

I can play Crysis on my 4 years old "rig", all low except the physics, at a steady 20 fps, while AC kills my system.

AC is also not that advanced. SupCom uses a crapload of units, more than AC and which do the same simple tasks, but it doesn't eat my CPU like that.

Crysis is like Far Cry, a generation ahead, but very well optimised.

OoSuperMarioO
The TC said highest requirement not minimum.



Requirements usually denotes specific level of hardware just to run the game in it's most basic form of play.
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TacticalElefant

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#3 TacticalElefant
Member since 2007 • 900 Posts

how many kilo's is that? i dunno how to compare LBS to Kilo's :P

k3nn3th


1 Kg = 2.2 Lbs

2.2/1=330/x

X = 150 Kg. which is your answer. Math is useful buddy. Also explains why such an odd number as 330 lbs would be the weight limit. The Japanese weren't thinking in lbs, they were thinking in Kgs when they designed the balance board.
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#4 TacticalElefant
Member since 2007 • 900 Posts
If you're fat I wouldn't use Wii Fit in the first place. Go run or something, that'll burn more calories than any other exercise, swimming being the acception.
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#5 TacticalElefant
Member since 2007 • 900 Posts

[QUOTE="TheLordMagnus"]Why are people comparing this to the abilities of the 360? thriteenthmonke

I think this is why

With Conduit, we are trying to make a Wii game that looks like a 360 title.Nofsinger



At 480p they probably could get close, considering a 360 has to render 720p minimum, which means the graphics reflect that minimal output resolution. With the right kind of development and effort, they could come I think somewhat close. Shaders do a great job of hiding polygons and adding details. My only qualm right now is those pictures look terrible, but it's obvious they are just trying to get the game set up first, then go through the process of making it all pretty, optimizing it and making it a great game. That tech demo was pretty cool though, and I'm really happy someone finally has aimed to create a Wii specific engine. I was waiting for Factor 5 to do that, but they are taking a while it seems.
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#6 TacticalElefant
Member since 2007 • 900 Posts
[QUOTE="drumbreak1"]

I have one nice PC which im not worried about it lagging (quad processor nice vid card)

but yeah would anyone reccomend it for one rather than the other, i have a lack of 360 games so im more leaning towards that

PC_X360

X360 version looks slightly better. Get the X360 version if u have no porblem playing fps with a controller

Actually you're wrong, the PC version has a bit higher quality textures at max specs, not to mention the soft-shadowing option which is cool (but an intense system feature). The 360 port though I must say was very good, and I beat FEAR on 360 before I ever got it on my PC (I only had a laptop at the time), however the PC version is the superior one if you have a decent system especially as the framerate isn't locked. Chances are most people got a well to do enough processor for the game, it's more an issue of having a good graphics card. I'd recommend having something like a GeForce 7600 which is pretty cheap. An 8500 with graphics tweaks runs FEAR pretty well too with almost all the nice graphic intact. An 8600 will max it out easily.

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#7 TacticalElefant
Member since 2007 • 900 Posts
The screens themselves look alright, but the lack of real shadows irks me. The available effects and rendering techniques they developed to be utilizable for the Wii is amazing though! That tech demo video was awesome, and hopefully these really are just early screenshots, considering they got to get the game up and running before they can sit down and polish the hell out of it. However I think they are a bit crazy for wanting to get 60 fps out of the console with all those effects, but hopefully they'll do it!
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#8 TacticalElefant
Member since 2007 • 900 Posts
The graphics technology set they listed in their engine video was amazing! Self-shadowing support?!?! On the f****** Wii?!?!


I'm a bit speechless, and I'm even more excited to finally see a developer doing what needed to be done: developing a high class Wii specific engine for a cool looking game as well as trying to market it.
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#9 TacticalElefant
Member since 2007 • 900 Posts
If source needs one thing, it's a rewritten shadow and lighting system, because it looks ancient. The addition of a true flash light was nice in Episode 2 but the rest of the shadows and lighting looks ugly and out of date, not to mention the lack of self shadowing for the above direction light. As for the "system pushiness" that people mention is due to the extreme levels of AA possible with the game. I must mention that much of this is due to Valve trying to keep the game accessible with a multitude of computers as well as the added cost of developing new features, and even I can say the games using Source still look great, but I think rebuilding and addressing the said above issues is necessary if they want to make sure Source has a nice long future. Being a modular engine it's entirely possible to add these things, like they did adding bloom and HDR in Episode 1, the diirectional flash light, multi-core support and cinematic physics in Episode 2. Who knows what they'll do for Episode 3, hopefully the full shadowing and lighting system for high level options, as well as some more normal map usage and higher polygon counts.
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#10 TacticalElefant
Member since 2007 • 900 Posts
I think Nintendo is a two faced company in the first place. Whether there is or isn't some conspiracy here, Okami deserves to be played. I think one reason for the Wii version was not just a fan outcry but because the PS2 original didn't sell as well as anticipated, so yes they are trying to cash in on a bigger audience, but justifiably so because Okami deserves it more than the likes of overrated crap like Zelda and Mariokart.