beril said:
That's not even remotely true. CG and HLSL are shader languages and TEV is a fixed function pixel pipeline. You can pull off some neat effects using TEVs on the the Wii but it's a lot less flexible than programmable shaders and many of the most fundamental shaders simply can't be done.
Not that I really buy the argument that nintendo staff wouldn't be able to write shaders though; it's not really that hard. Their artists aren't experienced with creating highpoly models for generating normalmaps though.
TEV lacks a few fundamental features required for full blown per-pixel lighting with specular highlights.
It could only simulate the effect with severe limitations: it only works properly for objects that fit almost entirely within camera view and the "light" is always aligned with the camera. So it only works properly in "model viewer" situations (seeing objects in an inventory) or in games where the camera doesn't often turn around itself, like in Super Mario Galaxy.
beril said:
Not that I really buy the argument that nintendo staff wouldn't be able to write shaders though; it's not really that hard. Their artists aren't experienced with creating highpoly models for generating normalmaps though.
Writing shaders in itself is not hard, really. But creating shader-based engines is, verily so. Suddenly you need to worry about a fuckton of stuff that was completely alien on fixed-function or even in the software-renderer days, specially when it comes to making sure things run smoothly.
The 3DS lessens some of that burden by offering a complete per-pixel lighting pipeline implemented directly on the hardware, but I'm sure it still makes things more complex since nothing is free and there should still be some performance juggling to be done there.