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Member
(05-05-2012, 04:47 AM)
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#101
Compare the quality of GB's voice samples with something like this.
Last edited by UncleSporky; 05-05-2012 at 04:51 AM.
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Member
(05-05-2012, 04:52 AM)
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#102
RE: Revelations is nowhere near RE4 when it comes to amount of enemies on screen at once and the size of the areas. Sure, the models look decent thanks to way better shaders than GC was capable of; but, they clearly don't have as many polys as the RE4 models. Revelations also has plenty of frame drops, and the animations are not as good as in RE4. Mario 3D Land is another game that isn't pushing many polygons at all. The areas are really simplistic. Super Mario Sunshine is definitely more impressive. I'd say that it's very obvious that the 3DS isn't even close to pushing the same amount of polygons as GC.
Last edited by AndyMoogle; 05-05-2012 at 04:55 AM.
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Banned
(05-05-2012, 05:07 AM)
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#104
Not really, Nintendo's games do a good job showing off the 3DS's shader capabilities, but are seriously lacking in detail when compared to similar games on the Wii and Gamecube. Also none of their 3DS games run at 60 fps except Mario Kart and a few simple-looking eshop games, while almost every major Nintendo release on the Wii runs at 60.
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Member
(05-05-2012, 05:15 AM)
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#106
It's actually pretty cool, in fact. I was hoping that by now, there'd be some definite answers, but it looks like nothing has really changed from the speculation topics and threads I read months ago. Anyway, when I was playing MGS3D, I thought it was interesting how turning on 3D didn't affect the framerate at all. Not sure if that's saying anything about the portmake itself or the 3DS's power, but you never know. |
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Member
(05-05-2012, 05:33 AM)
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#107
It takes real work to improve games while 3D is off, they can't just flip a switch and whoa 2xAA and 60 FPS instantly. |
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Member
(05-05-2012, 05:58 AM)
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#109
Doubling the framerate is indeed another story, though, and does indeed require extra optimisation to achieve since 60fps in 2D is more hardware intensive than 30fps in 3D. That being said, there are more ways "improving the framerate" can be interpretted. There's no reason devs can't at least smooth out an unstable framerate in 2D. All that would really require them to do is disable the second view and devote the freed resources to the remaining view. Unfortunately most games do not appear to this and when 3D is disabled they simply hide the second view/do reallocate unused resources.
Last edited by Luigiv; 05-05-2012 at 06:23 AM.
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Member
(05-05-2012, 06:17 AM)
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#110
A quote from grans on Gamefaqs:
Quote:
Quote:
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ὁ αἴσχιστος παῖς εἶ
(05-05-2012, 06:22 AM)
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#111
Quote:
Quote:
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Member
(05-05-2012, 06:29 AM)
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#112
Quote:
Last edited by Luigiv; 05-05-2012 at 06:36 AM.
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Banned
(05-05-2012, 06:34 AM)
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#113
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Member
(05-05-2012, 07:03 AM)
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#121
Purely from a technical standpoint, The Conduit is impressive for a Wii game. Of course the game still looks like ass, which is what happens when you have terrible art and environment design.
3DS's RAM is faster iirc, and certainly far more efficient. |
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Member
(05-05-2012, 07:07 AM)
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#122
How much RAM do developers actually have to work with on the 3DS? I know the specs say that the system has 128MB's of FCRAM, but didn't Nintendo lock away 32MB's for the operating system, giving developers like 96MB's or something?
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Member
(05-05-2012, 07:09 AM)
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#123
Yeah I'm really going to by that without legitimate evidence. Yes Mobile FCRAM is faster than regular LPDDR2 but faster than the Wii's 1T-SRAM and GDDR3? I'm going to need to see some hard numbers first, because there's noway this will be a clean cut comparison.
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Member
(05-05-2012, 07:17 AM)
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#125
I know the iPhone 4S gets 6.4GB/sec, I assume Vita is similar so that's already faster than any pool of memory in the GameCube/Wii other than the 3MB of 1T-SRAM embedded in the GPU.
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Member
(05-05-2012, 07:17 AM)
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#126
We don't really know for sure but 96MB available, 32MB for the OS seems to be the most likely scenario all things considered and is generally accepted as fact. If it were wrong a developer probably would have leaked that fact by now.
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Member
(05-05-2012, 07:18 AM)
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#127
I believe somewhere between 16MB and 32MB was initially locked to the OS, but portions of it have slowly been opened up for game use as the OS has been optimized over the last year. The 2nd core of the cpu was unlocked for the same reason.
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Member
(05-05-2012, 07:40 AM)
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#128
Have you seen the massive expanses that Kid Icarus pulls off on the air sections? They absolutely floor those games in draw distance, polygon count, you name it.
I'll also post some information from the ram provider's (Fujitsu) source: http://www.fujitsu.com/us/services/e.../memory/fcram/ The air sections alone. It is already visibly apparent |
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Will Suck Cock While GDGF Watches
(05-05-2012, 07:50 AM)
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#129
You seem to be confusing draw distance and on screen objects as an indicator of poly count. Kid Icarus is incredible economic in it's polygonal usage. Lots and lots of characters, props and objects are very low poly because it allows them to fill the screen with objects and draw large distances.
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Member
(05-05-2012, 07:54 AM)
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#130
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Member
(05-05-2012, 08:00 AM)
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#131
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Member
(05-05-2012, 08:27 AM)
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#132
I'm no techie, but purely on an eye level...
![]() The lighting is better, the character model (clothing/hair) is much more detailed. In Revelations there are also sections with multiple enemies/large enemies and wide open spaces (particularly Chris in the mountains). ![]() ![]() Not a whole lot of use comparing these, as they try to do very different things. But again, with Mario's character model, there's a surprising amount of detail. Lighting/shading again is better thanks to the 3DS's advanced shaders. ![]() ![]() Again not sure how fair this comparison is, due to DD having to process twice as many racers/cope with splitscreen. Actually, does anyone remember the Gamecube looking a lot prettier than it did? Maybe it was the blurry benefit of CRTs... Now, if Nintendo wants to settle this once and for all and release an enhanced port of Wind Waker, I won't complain... that game has held up beautifully.
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Member
(05-05-2012, 08:27 AM)
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#133
The thing about FCRAM is that it comes in 2 flavours, consumer and mobile. I can't really figure out how those compare to each other. Is mobile slower? It's also worth mentioning that the actual implementation into the system will also affect the numbers. You can't discuss RAM speeds divorced of clockspeed and buswidth. That's why I want some hard number comparisons discussing real figures, not this press release bullshit. |
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Member
(05-05-2012, 08:39 AM)
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#134
Actually in single player mode, Double Dash!! looks pretty damn good in my opinion. It multiplayer, even just co-op, the graphics take a dive, but it still look ok and it's still a smooth run.
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(05-05-2012, 08:46 AM)
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#135
the GBAs scaling and rotation of sprites were impressive. I remember an interview in which a developer said the GBA hardware would make a great (and cheap) 2D arcade machine |
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dabbled in the jelly
(05-05-2012, 08:49 AM)
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#136
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Member
(05-05-2012, 08:56 AM)
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#137
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My Contribution
(05-05-2012, 08:57 AM)
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#138
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Member
(05-05-2012, 09:00 AM)
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#139
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(05-05-2012, 09:04 AM)
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#141
but nevertheless 2D arcade titles like Double Dragon Advanced, Gekido and Final Fight One show what a great arcade hardware it would have made. playing these on TV via the gamecube GB player is fabulous edit:
Quote:
Last edited by iamaustrian; 05-05-2012 at 09:06 AM.
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Member
(05-05-2012, 09:44 AM)
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#142
A drawing-distance downgraded version that runs at 20-15FPS is not what I would call MGS3 at a reasonable frame-rate. |
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Member
(05-05-2012, 09:47 AM)
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#143
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Member
(05-05-2012, 10:48 AM)
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#146
![]() but wait...
Quote:
![]() It's also seems to be one of the worst offenders when it comes to low polygons, from what I have seen anyway.
Last edited by EuropeOG; 05-05-2012 at 10:54 AM.
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Member
(05-05-2012, 10:54 AM)
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#147
![]() Even baby park has more going on then alot of 7, roller coaster flying around around you, characters waving ect. |
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Member
(05-05-2012, 11:11 AM)
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#148
Well we can't complain when Konami thought that a straight PS2 port would work well on the 3DS when we all know that it needs a engine like Capcom to work well. Hell I believe that if Konami had the chance to use Capcoms 3DS engine that the game would look and run leaps and bounds better than it does now. But even then we all know that it's a lot easier to port gC/Wii games to the 3DS than PS2
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Member
(05-05-2012, 11:16 AM)
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#150
Could someone who actually knows about tech stuff do a simple analysis on the subject? Because, on paper, it looks like 3DS has more (and faster?) RAM, it supports shaders etc.
- So, where exactly is its weak point against GC/Wii, is it the CPU? - What type of games would give 3DS a hard time compared to GC/Wii and what is the type of games that would benefit from the 3DS architecture? |