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Sadly, that is about right. I am not trying to offend anyone, but a lot of times the Zelda games get a slightly higher score do to there branding. But hey, Zelda is a good series so maybe it deserves it.Tieno said:Zelda-goggles
Sadly, that is about right. I am not trying to offend anyone, but a lot of times the Zelda games get a slightly higher score do to there branding. But hey, Zelda is a good series so maybe it deserves it.Tieno said:Zelda-goggles
Haunted_One said:I won't repeat in length what Lapsed has said about the people who recognise and accept the change as the last group to do so
heh.maxmars said:Thanks
fixed.Ranger X said:I didn't read the thread. The answer is in the first post.
The answer is: "what is Zelda".
vanguardian1 said:
Amir0x said:Yes, this is the other game I keep mentioning that clearly demonstrates to me 'higher than GCN/Xbox' standard imo. The lighting in motion is really quite impressive to boot. But, maybe technically it won't be anything special if it's just small empty spaces of ocean in the end. We'll see.
sp0rsk said:WHO WAAAAAAAAAAANTS TO LIIIIIIIIIIIIIIIVE FOREVAAAAAAAAAAAAAAAAAAAAH
WHO DAAAAAAAAAAAAAAAAAAARES TO LOOOOOOOOOOOOOOVE FOREVAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AniHawk said:Because of the Japanese text, I thought it was some GIF from a news channel of some sort at first (different thread). Had to do a double-take. The game looks a LOT different from the pictures I'd seen earlier (or maybe I was confused with another game).
Wollan said:That gif there makes you believe it almost looks better than PS3 stuff.
Wollan said:That gif there makes you believe it almost looks better than PS3 stuff.
MasterMFauli said:Yeah, i keep reading how Amirox sets himself up for a big disappointmenton.
This looks like X360 in this GIF.
Amir0x said:Check out the video from when they originally unveiled the game. That was at, like, E3 2006! This last Forever Blue video was from a reel from September iirc. And at full size, it's similar. You can see where it has to be held back, due to Wii. Nothing impossible, BUT a higher standard.
MasterMFauli said:With the bolded text, you mean the GIF or what?
blur has more post processing stuff going on than SSX 3 (such as that blur). it uses the on tour engine, but runs at a higher framerate, so it *is* technically the best SSX game so far from a technical perspective.Magicpaint said:From what I've seen, Zelda TP is still the most impressive looking Wii game. SSX Blur looks like SSX3 and Sonic Wii while impressive isn't really pushing the Wii in any real way.
Dolphin said:I really don't know what to think about Forever Blue, it looks way too good to be true. I get the impression that the visual quality will really drop come release time, but I hope I'm wrong. It just looks too damned good.
Dolphin said:I really don't know what to think about Forever Blue, it looks way too good to be true. I get the impression that the visual quality will really drop come release time, but I hope I'm wrong. It just looks too damned good.
Diablohead said:The wii may be more powerful then xbox 1 but.
Tieno said:Zelda-goggles
With N64, I think part of its drop is due to a focus on adding detail.Other than Majoras Mask, the Rare output or Paper Mario, late N64 games were pretty ugly.
Both systems have to deal with a 3mb framebuffer, however. This places great limitations on textures and image quality. You have to fit a lot into 3mb.So one could have the main program and some compressed sounds in the 24MB block and use 64MBs for textures, geometry and buffers. Just for counts, a 512x512 texture compressed with DXT1 uses 171KBs of video RAM (mipmaps included). Do the math and see how much of those you could fit in there.
dark10x said:Both systems have to deal with a 3mb framebuffer, however. This places great limitations on textures and image quality. You have to fit a lot into 3mb.
Android18a said:N64: Compare the Mario model from Mario 64 with Smash Bros, Mario Party, Mario Golf, Mario Tennis etc. It's like they decided at some point they could get away with using 4 polygons per character. Other than Majoras Mask, the Rare output or Paper Mario, late N64 games were pretty ugly.
Because Sonic has had a pretty shitty track record as of late? That'd be my guess... It's going to take more than one semi-solid game to wash the taste of Shadow the Hedgehog and Sonic 360/PS3 out of our mouths. :lolBlindN-Fan said:Ok then lets use Sonic.
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How does this deserve a score lower then Zelda in the graphics department.
hmm??
dark10x said:Both systems have to deal with a 3mb framebuffer, however. This places great limitations on textures and image quality. You have to fit a lot into 3mb.
maxmars said:I may have an ancient definition of framebuffer in my mind, but isn't it a memory chunk where data about the next image to be blitted on screen is stored? Even with double-buffering 3 M should be enough for the 480p resolutions of Wii?
That 3mb is divided between framebuffer and texture cache. This has already proven to be an issue with a wide variety of Gamecube and Wii titles.maxmars said:I may have an ancient definition of framebuffer in my mind, but isn't it a memory chunk where data about the next image to be blitted on screen is stored? Even with double-buffering 3 M should be enough for the 480p resolutions of Wii?
dark10x said:With N64, I think part of its drop is due to a focus on adding detail.
With Mario, the textures were designed to appear as smooth, colored surfaces. Textures filtering was just becoming big and, rather than attempting to draw lots of detail, they went for smooth colors. This likely saved on memory and allowed for some textures to exhbiit detail. It was a great mix. The style was designed around what the N64 could do.
Later games simply attempted to do more and the results were often ugly. They attempted to add detail when the system couldn't really handle it and the results were often messy. Framerate also started to take a nose dive.
Both systems have to deal with a 3mb framebuffer, however. This places great limitations on textures and image quality. You have to fit a lot into 3mb.
so why the prevalence of 16 bit colour in wii games? people using old SDKs or Cube engines?Hatorade said:That's false the framebuffer is nothing like before. Here's an update from the big Wii topic at B3D.
"I had a chance to talk to a few people who looked at the leaked SDK, and I'll try to recap what I've learned:
- Broadway is clocked at 729MHz, bus at 243MHz.
- TEV revision is the same as with Gamecube (2).
- The Codewarrior compiler still uses the "gekko"-arch.
- Almost all includes are pretty much identical to the Dolphin SDK.
- The higher overall performance affects the audio DSP (more voices, additional effect slot).
- Some new APIs were added, for example a stream (de)compression API for LZ77 and some other algorithms (dedicated hardware?).
- The two memory pools are simply two different "arenas" (unlike Gamecubes ARAM).
- The video interface now features a comb filter and gamma correction in hardware.
- Both memory pools may contain a framebuffer (embedded framebuffer removed?).
And, like bomlat wrote, the SDK is not final - wasn't the GPU not even finalized 'til very close to launch? Like late August or something...?"
The framebuffer is a different configuration from before and leads to the possibility that devs can use more memory from the 1t-sram (24MB) and GDDR3 (64MB).
People should make extreme note of the final comment. Devs with these sdk still don't know how to take advantage of the Hollywood because nintendo has yet to document it. This also flat out proves that maxconsole and ign specs are from old kits with non final hardware.
I certainly hope that's the case. Thus far, everyone seems to be coding for the Wii as if it were nothing more than a GC.The framebuffer is a different configuration from before and leads to the possibility that devs can use more memory from the 1t-sram (24MB) and GDDR3 (64MB).
BlindN-Fan said:But how the hell does the supposedly 2 nicest looking Wii games get a lower mark then Zelda?
dark10x said:I certainly hope that's the case. Thus far, everyone seems to be coding for the Wii as if it were nothing more than a GC.
dark10x said:That 3mb is divided between framebuffer and texture cache. This has already proven to be an issue with a wide variety of Gamecube and Wii titles.