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TacticalElefant

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#1 TacticalElefant
Member since 2007 • 900 Posts

I don't see what's so great about the graphics. They are clean and cute, but I don't see much on a technical level. Maybe I'm blind.

I will, however, say that this game is a good example of how a game should be done on the Wii: built from the ground up with the Wii's strengths in mind to create a fun and original game.Emmenite7


BINGO.

Even some higher level features can be a really nice contribution to making a game better looking and more enjoyable to the player. Dewy's Adventure is a good example of using what's available to it's full extent.

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TacticalElefant

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#2 TacticalElefant
Member since 2007 • 900 Posts
[QUOTE="TacticalElefant"]
Data transfer rate would probably be too slow for streaming data off of.catfishmoon23

Flash memory is faster than a HDD. Trust me, demos would run off of an sd card.



I know HDDs have slow data streaming too, but I read somewhere that SD readers were nothing impressive either. Storage is one thing, but data streaming is another, and lol I'm not going to spend a hefty amount of money for such a small amount of space.
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TacticalElefant

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#3 TacticalElefant
Member since 2007 • 900 Posts
Dammit I wish Shigeru Miyamoto would just get up on a stage infront of a press crowd and tell us the extent of the Wii capabilties in comparison to other systems. LOL I could see it now:

"Here they are *with projection screen going*, these are the actual components comprising the Wii's Hollywood GPU. It's a basically a doubled up Flipper as in the GC, with 8 pixel units and a single texture unit per pixel unit as well. However it's armed with 4 16-stage TEVs in order to offer the system great performance when used for rendering high level shader like effects seen on much more powerful consoles and high end PCs. The Broadway CPU is not just an overclocked version of the GCs Gekko, which itself is basically a PowerPC 970CX. This new PowerPC 970CE "Broadway" is capable of doing theoretically twice as much per clock as the old CX and allows us to do some nice physics work as seen in Elebits and Dewy's Adventure. The Wii's overall capabilities are much greater than previous generation hardware despite not being up to par with our competitors in terms of raw performance. However, for your speculative minds here are our tested graphics theoreticals: we've measured that the Hollywood can do about 150 MTriangles per second. When it comes to tested pixel and texture output, it's comparable to traditional GPUs that are in the ****of doing about 3000 MTexels and MPixels per second when programmed properly for. The TEV outputs let us greatly enhance those capabilities, however being very different than other architectures, they are not easily comparable. However, there is a much higher boost than compared to the GC, and games that would be difficult on the GC are quite easy to implement on the Wii."

*Ubisoft Montreal team walks out*

"We are proud to show you this real time demo of our new Wii exclusive game: Rainbow Six: Alpha Tango. It embodies all the features of Rainbow Six Vegas, and operates on a Wii version of the Unreal 3 Engine implementing Ageia PhysX and nice shader effects that were not capable on the Gamecube"

I would so ---- myself if that happened.
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#4 TacticalElefant
Member since 2007 • 900 Posts
16?! I highly doubt that many, the GC only had 1. I'm a firm believer in the "doubled up Flipper" theory, hence I think there is 2 TEV units (it's been said the Wii can do double the layering of the GC). Maybe, just maybe there is 4 of them which would be great as added features such as bump maps, normal maps, and maybe (doubtful though) parallax maps would make Wii games look much more next gen.

I really want to see the actual theoretical performance sheets for the system, that way I can make a real rough estimate on what the Wii could do. Surely the Wii should be able to match my notebook computer's graphics performance which is roughly double that of an Xbox.

What the Wii really needs though is a larger framebuffer size so it could do higher resolutions much easier. 2 MB of framebuffer is nothing.
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#5 TacticalElefant
Member since 2007 • 900 Posts

[QUOTE="TacticalElefant"][QUOTE="Duckman5"]True at least some devs understand the TEVs and are using them. Just for that I commend them.Duckman5



It's not that different from a pixel unit/shader in "normal" mainstream GPUs. Devs are just lazy and cashing in.

The only difference is they can make different "Blends" with it and if the development studion keeps improving their Blends with each game we will see drastic improvemnts in graphics.



Blends? Are you referring to the 8 layer texturing capabilities? I know that TEVs are weaker in some areas to traditional pixel shaders/units, but I also hear they are better at some functions, perhaps like the said above layer texturing? I'm not to sure, as there is not much documentation for the TEV capabilties. Also, would you happen to know if the Wii has 1 TEV or 2 TEVs to go along with the whole "doubled-up Flipper" theory?
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#6 TacticalElefant
Member since 2007 • 900 Posts
True at least some devs understand the TEVs and are using them. Just for that I commend them.Duckman5


It's not that different from a pixel unit/shader in "normal" mainstream GPUs. Devs are just lazy and cashing in.
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#7 TacticalElefant
Member since 2007 • 900 Posts

[QUOTE="ramseyT"]You know they do make SD cards......by the way Wii brand SD cards are far overpriced. Can you use regular SD cards with the Wii.ThePlothole

Yup, you can.

Now the trouble though is that, at least with the current firmware, you can't run anything off of SD cards. Also, the popularity of such a feature would be dependant on how many people already have (or are willing to purchase) SD cards of reasonable capacity.


Data transfer rate would probably be too slow for streaming data off of.
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#8 TacticalElefant
Member since 2007 • 900 Posts
The demos would be really big, too big for storing on such a small amount of space (512 MB) especially when considered that other data is being stored as well. An HDD should've been made or built into the Wii from the get go.
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#9 TacticalElefant
Member since 2007 • 900 Posts
It's the first game so far to really be pushing the Wii's capabilities, as it's about damn time. It makes plenty use of normal mapping on the Wii hardware, and according to what I've heard, Konami says they're not even pushing the system as hard as it looks.

Thank God someone is starting to use the ******* TEVs.

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#10 TacticalElefant
Member since 2007 • 900 Posts
I know ATi and Nvidia's DX10 unified architecture are vastly different, but from reading up on both mobile DX10 offerings, I can theorize that ATi has a better offering for the mobile market.