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(05-06-2012, 09:53 AM)
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#251
They had conduit 2(one of the best looking wii game) running on the 3ds without any sacrifices.
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My Contribution
(05-06-2012, 10:07 AM)
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#252
for real though, i should click wifi off more often when at home/work but i just forget. |
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Member
(05-06-2012, 11:00 AM)
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#253
The GCN an Wii's strength lies in it's ability to push huge poly counts with plenty of texture layers (by comparison to other 6th gen/equivalent systems) but it's weakness is that those texture layers have to be the ones built into the TEV. Since the TEV's feature set did not include normal mapping and other advance modern shaders, to implement them into the Conduit, HVS had to render them in Software on the CPU and then send them to the GPU be baked into an environment map. For whatever reason this killed the System's poly pushing prowess and would have left little CPU power for game logic and other essential functions. Essentially the engine was an incredibly inefficient use of the hardware and didn't play to it's strengths. By comparison the 3DS can do all the advance shaders that HVS implemented into the Conduit (and more) directly on the GPU without affecting it's Poly count as drastically and without eating into the decidedly scarce CPU resources. As such, the conduits assets are a perfect fit for the 3DS. They were exactly the sort of assets the system was designed to run in the first place. Low poly but highly shaded graphics with simple game logic. By comparison a game like Xenoblade, that does not attempt to push the boundaries of the Wii's shading ability but instead focuses on leveraging the system's poly power, would have to to be downgraded to hell and back to be made to run on the 3DS. |
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Banned
(05-06-2012, 11:13 AM)
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#254
What features have to run? I'm pretty sure what ever it is, all it would need is a firmwear update. Or maybe I'm wrong.
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Member
(05-06-2012, 11:23 AM)
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#255
I was under the impression that the 3DS has a fairly decent GPU that outpaces Flipper in the GameCube in many respects, but that the CPU is not anywhere close to the GameCube CPU. Despite being a dual core, the ARM chips don't perform nearly as good for the same clockspeed, and one of the cores still has to do OS duty too.
Also, the raw figures mentioned before aren't correct. I posted this table based on more recent info from DMP a while ago. Code:
| Fillrate (MPixels/sec) | Geometry (millions of polygons/sec) ------------------------------------------------------------------- 3DS | 1068 | 20.43 Cube | 648 | 20.25 Wii | 972 | 30.38 |
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(05-06-2012, 11:24 AM)
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#256
One thing the 3DS definitely has over Nintendo's home consoles is a GPU with vertex shader units. On Gamecube and Wii, the CPU had to handle that stuff. The ARM11 MPCore isn't as powerful as a 750CXe, but that alone should largely offset the difference. |
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Member
(05-06-2012, 11:33 AM)
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#258
NM, what DCKing said. http://www.neogaf.com/forum/showthre...amecube&page=9 I remember seeing the first Kid Icarus video at E3 2010 and the game was, and still is, PS2 geometry with modern shaders and lighting.
Last edited by Mr. Pointy; 05-06-2012 at 11:50 AM.
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Member
(05-06-2012, 11:33 AM)
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#259
It was 133 MHz in the devkit leak by IGN, but apparently Nintendo upped the ante when they enabled stereoscopic 3D.
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Member
(05-06-2012, 11:45 AM)
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#262
Geometry wise maybe, but we have only seen first gen 3DS games so far. Also the 3DS spanks DC, PS2, GC and Wii but when it comes to everything else than Geometry output
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formerly cjelly
(05-06-2012, 12:04 PM)
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#264
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Member
(05-06-2012, 12:08 PM)
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#265
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Member
(05-06-2012, 12:23 PM)
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#266
Well, Dreamcast died too soon. We never got to see how 2nd generation games would look on the console. One thing's for sure though, Dreamcast had no problem with texture filtering. In fact, this was one of its biggest strengths. Everything looked extremely solid. The problem with Dreamcast was in the lack of transparencies and post-processing effects.
Last edited by Shion; 05-06-2012 at 12:26 PM.
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Member
(05-06-2012, 12:34 PM)
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#267
Watching people compare current systems/graphics to older systems is extremely annoying because some people are really just making judgements based on memories and not on reality. As someone who has owned and played a N64 and Dreamcast in the recent past, the fact that anyone would try and argue that the 3DS is an N64+ is absurd. The Dreamcast comparison is not too bad but from the 20+ Dreamcast games I was playing last summer, it's pretty clear that the 3DS is on a higher tier hardware-wise.
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(05-06-2012, 12:43 PM)
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#269
DOA drops to 30 fps when you switch to 3D as it has to render 800x240 for 3D. The load of 3D isn't as severe as people seem to think. There is a reason why Nintendo selected such a low resolution for the system. I'm not saying those games aren't impressive looking, rather, there are many MORE impressive games on Gamecube that were released within a similar time frame.
Quote:
Last edited by dark10x; 05-06-2012 at 12:47 PM.
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Member
(05-06-2012, 12:57 PM)
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#270
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Member
(05-06-2012, 01:14 PM)
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#271
And I'm not even 100% if it's that simple as it renders the scene at a slightly different angle for both, and increases the field of view slightly. |
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Member
(05-06-2012, 01:33 PM)
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#272
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Member
(05-06-2012, 01:34 PM)
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#273
Does anyone here know what sort of AA the 3DS implements in certain games in 2D mode? (Ocarina and RE:R come to mind.) It was easy enough to see in Ocarina that detail was added in distant objects in 2D, which leads me to believe that some sort of SSAA was in use. (also, many of the official screen shots were released at 800x480.)
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Member
(05-06-2012, 01:36 PM)
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#274
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(05-06-2012, 01:43 PM)
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#276
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Member
(05-06-2012, 01:46 PM)
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#277
In fact the Gamecube resolution is higher (307200 GC at 640*480 vs 192000 3DS at 800x240)
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Member
(05-06-2012, 01:46 PM)
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#278
- Paper Mario - Fire Emblem - NSMB2 - Animal Crossing - Luigi's Mansion 2 - Brain Training Devil Mode They don't really need to show new games for the rest of the year but I want them too. We know about those games for too long already. |
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Member
(05-06-2012, 01:47 PM)
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#279
You're right. But I really hope 1 game that would be a nice showcase for 3DS capabilities. |
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Member
(05-06-2012, 01:52 PM)
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#280
800 * 240 = 192 000 640 * 480 = 307 200 The GC moves more than 50% of the 3DS. The double rendering aspect may impact the polygon pushing performance, but from what I remember from reading about the PS3's 3D mode, when done correctly, 3D only has a x1.4* impact on performance, not a x2.0. e: forgot about the second screen (320 * 240) + (800 * 240) = 268 800 Not as wide an advantage for GC, but still *this number is from memory, the important part is that is not 2
Last edited by ElFly; 05-06-2012 at 01:56 PM.
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never left the stone age
(05-06-2012, 01:53 PM)
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#281
Yes. Have you seen gameplay of the second and or played the first one? Considering it was a launch title and still looks better says a lot :P |
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Fafracer forever
(05-06-2012, 02:07 PM)
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#282
Originally Posted by DCKing:
Ultimately spec comparisons always focus on GPU, ignoring that 90% (if not more) of PS2 generation software was/is CPU limited (and that includes the Wii). Which doesn't say much by itself - but when you're talking down-ports (from CPU perspective), GPU won't be a differentiator. |
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Banned
(05-06-2012, 02:09 PM)
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#283
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Member
(05-06-2012, 02:15 PM)
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#285
The polygon throughput is about the same as the GC, but the 3D halves it. The performance impact of 3D should be similar to running a game in split screen, GPU-wise.
The biggest bottleneck in the 3DS, compared to the GC, is the CPU. That's why RE:M skipped animation frames on distant enemies and why RE:R slows down while loading stuff. BTW, when comparing RE:R to RE:4 let's not forget the massive difference in budget between both games. It plays a big role in how much the developers can keep pushing the hardware during development. As example, all cutscenes in RE:R are FMVs because Capcom could avoid coding in facial animation and the streaming features needed by real-time cutscenes. The same thing happened when RE4 was ported to the PS2. Ah, the character models in RE:R are definitely as good as RE4 gameplay models, as seen in the raid mode model viewer. Also, they exactly the same models (even the textures) used in the FMV cutscenes.
Last edited by M3d10n; 05-06-2012 at 02:19 PM.
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Member
(05-06-2012, 02:26 PM)
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#288
Is it the CPU itself, or because it has one core locked ? |
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Junior Member
(05-06-2012, 02:26 PM)
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#289
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Member
(05-06-2012, 02:39 PM)
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#291
You sure it isn't a dual core ? Even if it's not level of the GC one, can't both reach the same level used at the same time ? |
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Member
(05-06-2012, 02:41 PM)
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#292
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Member
(05-06-2012, 02:46 PM)
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#293
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Member
(05-06-2012, 03:06 PM)
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#296
Scalar FPU-wise, ARM11's fpu (VFP11) is properly pipelined, so it actually performs better at scalar code than its successor A8. In this regard VFP11 can be close clock-per-clock with Gekko's fpu. In every other aspect though Gekko is better - it's superscalar and (alas limited) out-of-order (ARM11 is neither), it has fpu vector extensions (2-way single-precision) and dedicated scalar conversion instructions that, when used in conjunction with Gekko's cache locking and partitioning mechanism can feed cpu/fpu data directly to the GPU (or arbitrary other mmapped devices). Basically, Gekko is the better game-console CPU. When it comes to handhelds, though, you can't beat ARM's power efficiency. .. Ok, perhaps 603e/e300 could, but that's a boat long missed.
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Member
(05-06-2012, 03:32 PM)
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#297
So, how does this effect game design? What design aspects would be more difficult to achieve on the 3DS compared to GC? |
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Member
(05-06-2012, 03:54 PM)
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#299
I know the resolution is lower than the Gamecube's, in fact that probably helps 3DS produce Gamecube like graphics despite not being as powerful in certain areas.
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Member
(05-06-2012, 03:59 PM)
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#300
Please don't misunderstand me - everything more advantageous/interesting Gekko had was not something which was used at the flip of a compiler switch - game engines had to be written to take advantage of the SIMD extensions and the L1 locking/DMA paths. So basically everything outside of Gekko's superscalarity, out-of-order-ness and L2 took hard dev labor. That said, some studios took full advantage of what Gekko offered and their products showed that. In comparison ARM11 (in its common variants) is a tad bland cpu (in the context of game development), though people also did surprising things on the OG iPhone (i.e. skinning/tweening with tangential bumpmapping). But Gekko definitely had more to offer to game devs who were willing to walk the extra mile.
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