... that's a PSP screenshot.StuBurns said:In regards to the earlier discussion about 'asset perfect' ports:
As impressive as the game is, there's no way the Wii version had texture work that poor surely?
StuBurns said:In regards to the earlier discussion about 'asset perfect' ports:
As impressive as the game is, there's no way the Wii version had texture work that poor surely?
Oh, makes more sense.M3d10n said:... that's a PSP screenshot.
Chill out, someone posted it when posting the new 3DS game shots, and it seemed as being to display aliasing in response to a question. I apologize. Although as for the resolution, trying to eye ball 400×240 vs 480x272 I don't apologize for.M3d10n said:Again, that's a PSP screenshot, FFS. It's even exactly 480px × 272px and dithered.
Sorry, but since the image was already quoted twice I felt like doing something before 10 other posters did the same.StuBurns said:Chill out, someone posted it when posting the new 3DS game shots, and it seemed as being to display aliasing in response to a question. I apologize. Although as for the resolution, trying to eye ball 400×240 vs 480x272 I don't apologize for.
He's not making it upPachterballs said:You're just making this up.
"We'll just make this product because we have a surplus of production capacity".
right.
the "low resolution" screen is probably the factor that makes 3DS works as well as it does. Double the res and the 3DS might not be able to do stereoscopic 3D while maintaining the framerate.As is; in 3D mode, it uses battery much more aggressively and the framerate takes a hit.
slopeslider said:Show me a comparable device tech-wise that costs the same price.
2 years laterStuBurns said:
It's launching the same year as the 3DS (or a year later depending on region), at the same launch price.slopeslider said:3 years later
Bigger too.
StuBurns said:Although as for the resolution, trying to eye ball 400×240 vs 480x272 I don't apologize for.
I was comparing it to the ipod touch 4th genStuBurns said:It's launching the same year as the 3DS (or a year later depending on region), at the same launch price.
I don't know about that. It's cheaper than a PSP, and it's far more capable.slopeslider said:even WITH the price cut.
But for $80 more (%50 more) you get much more than %50 more powerStuBurns said:I don't know about that. It's cheaper than a PSP, and it's far more capable.
slopeslider said:But for $80 more (%50 more) you get much more than %50 more power
And the psp is Years old, while the 3ds is less than a year.
I wasn't expecting a ps vita out of the 3ds, but I DEFINITELY wasn't expecting the dollars/performance ratio of the vita to be so good.
$250 is for the 3gs right? And $199 for standard?
firelink said:If Nintendo is using DMP's API, it should support fragment programs. DMP's API is a beast for the PICA200. I just have no idea if Nintendo made their own or are using DMP's.
M3d10n said:Also, the ARM11 is a member of the first family of ARM CPUs which has SIMD instructions and I seriously doubt any game currently on market is actually using them yet. It would allow devs to avoid using the vertex shaders for animating characters and thus reduce their cost in 3D.
Depends. ARM11's SIMD is strictly integer-based, and while it could be of much use in the context of the original DS, that SIMD's interoperability with PICA's fp-based vertex shaders would not be trivial - whatever gets computed on the SIMD has to undergo fp conversion before it moves on to the GPU. Bottomline being, 'porting their basic vector math' might not cut it, for some definitions of 'basic vector math'.Argyle said:I would hope that people were at least porting their basic vector math libraries to use them, even on a rushed port.
Most of those were posted on the last page =xNuclear Muffin said:Oh hey look! Direct feed shots! (and it looks just as good as the Wii version with added shadows!)
http://www.capcom.co.jp/monsterhunter/3G/shinka02.html
So much for the blurry scans excuse (oh hey and look! they're not bullshots either!)
So, what excuse do you have now to doubt me?
blu said:Depends. ARM11's SIMD is strictly integer-based, and while it could be of much use in the context of the original DS, that SIMD's interoperability with PICA's fp-based vertex shaders would not be trivial - whatever gets computed on the SIMD has to undergo fp conversion before it moves on to the GPU. Bottomline being, 'porting their basic vector math' might not cut it, for some definitions of 'basic vector math'.
ARM11 has an fpu and, AAMOF, it's actually better than A8's.Argyle said:Holy shit, really? Wow. I guess you are supposed to do fixed point math on it? (Even if you did - you're right, you're gonna eat the conversion feeding it to the GPU...)
Please tell me the ARM11 in the 3DS has an FPU at least...
Interesting, that image shows 2xAA.Nuclear Muffin said:
PdotMichael said:Monster Hunter Tri G
the texture quality is not Wii level (fruit crate)
tsab said:I don't see it. What do you mean?
Actually the Vita HSG looks better in some ways than the PS3 one. Of course it has much lower poly counts.Jonnyram said:I can't stop laughing at the people who say a 3DS game is visually enhanced over a Wii game.
That's like saying a Vita game is visually enhanced over a PS3 game.
This. Text and UI elements look shite after getting used to my phone screen. The res is just far too low.thirty said:I've been harping on 3ds screen res since launch. On it's own it's not terrible but when just about all of us carry around a smartphone that has resolution that absolutely destroys the 3ds and the games are free or a buck or 2, its a problem.
blu said:ARM11 has an fpu and, AAMOF, it's actually better than A8's.
Even if it's downgraded in some ways (such as the fruit basket crate there, lol, if it's even true considering the angle differences) it's upgraded in a much more obvious manner, like the proper shadows, and 3D rendering, so, the joke's on you? Sacrifices may have to be made in areas like texture resolution (actually, I don't see why given the higher amounts of ram, but it's up to the developers) and geometry but the more modern shader solutions, even if still of fixed function, will certainly give developers the ability to provide overall visuals they just couldn't on Wii. Whether you prefer one or the other is of no importance, the fact is they can do things Wii can't, unlike your Vita/PS3 analogy.Jonnyram said:I can't stop laughing at the people who say a 3DS game is visually enhanced over a Wii game.
That's like saying a Vita game is visually enhanced over a PS3 game.
Alextended said:Even if it's downgraded in some nearly insignificant ways (such as the fruit basket create there, lol!) it's upgraded in a much more obvious manner, like the proper shadows, so, the joke's on you?
PSV has more RAM than the PS3. It too can do things the PS3 cannot.Alextended said:Even if it's downgraded in some ways (such as the fruit basket crate there, lol, if it's even true considering the angle differences) it's upgraded in a much more obvious manner, like the proper shadows, and 3D rendering, so, the joke's on you? Sacrifices may have to be made in areas like texture resolution (actually, I don't see why given the higher amounts of ram, but it's up to the developers) and geometry but the more modern shader solutions, even if still of fixed function, will certainly give developers the ability to provide overall visuals they just couldn't on Wii. Whether you prefer one or the other is of no importance, the fact is they can do things Wii can't, unlike your Vita/PS3 analogy.
If people have to squint to see what element was downgraded, and pinpoint it at a freaking fruit basket, when they can see how it is upgraded at a glance (shadows, 3D), which is more significant? It's not like I said reducing a 2048x2048 texture down to a 512x512 one is fine for you to get that reaction. And it's not like every single Wii game used its absolute theoretical max amount of geometry and texture resolution for every element. At least some games could be ported with even fewer sacrifices, and extra effects. And again, it has more ram, so even texture downgrades have probably more to do with still inexperienced developers (on the platform, not in general) rather than a necessity.Basileus777 said:Texture quality and polygon count are insignificant unlike the much more obvious shadows? Really?
PdotMichael said:texture resolutions and texture filtering
tsab said:Nah, I think the anisotropic/tri-linear hasn't kicked in. Maybe that's why the fruit crate looks blurry
Argyle said:No, I don't think this is true. I think you do not know what an API is - it stands for "application programming interface" and in this case it's basically how you talk to the hardware (if you're not banging on the registers yourself)...if Nintendo provided an API that exposed fragment program functionality to developers but the GPU did not support it in hardware - then either the fragment programs are emulated on the CPU or it's simply not going to work at all.
Although this is true, it should be pointed out that the ARM11 is two processor generations (within the same architecture family) behind the state of the art (Cortex-A9)...it's pretty much old news, although who knows how well the code that we are seeing uses the SIMD instructions (and I don't think every ARM11/Cortex-A8/Cortex-A9 implementation has SIMD)...I would hope that people were at least porting their basic vector math libraries to use them, even on a rushed port.
As for the question in the OP, I have a feeling that it is between B and C, but that's just my opinion from looking at the games so far...time will tell.
Lazy8s said:Err, ARM CPU cores are very frequently included on the same chip (System On a Chip) as the GPU, which most of the time isn't a Mali (ARM's brand of GPU) core.
See almost any modern mobile phone or console for reference.
Yeah, I was gonna say that the screens were still too tiny to really draw any conclusions from them. Then I realized they were the 3DS's native resolution, haha.Brad Grenz said:The textures could be hugely upgraded over the Wii, but you'd never know it since the native resolution of the 3DS is so low. It can't resolve the same detail level with 1/3rd the number of pixels.
Vitafirelink said:And what do you mean console? PS3 uses Cell and 360/Wii use a PowerPC based CPU. Has nothing to do with ARM.
PdotMichael said:the texture quality is not Wii level (fruit crate)