MachoInfinity said:Simply not true.
There are no latent graphics features waiting to be discovered in the GameCube. Nor is the TEV something that is a mystery still waiting to be unlocked by developers. It is nothing more than a way to setup and connect multiple passes for a material. It is very straightforward and anyone who has done multi-pass rendering in OpenGL would be able to immediately get things going with the TEV.
Haunted_One said:Nintendo improving dev tools?
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Hatorade said:Actually your post is simply not true
Latent is a good word, but unfortunately you're off. The tev is capable of three primary things pixel shading, indirect texturing, and bump mapping, yet how many devs are using it for that reason? Like the poster you're quoting was said the GC API is not like DX or OpenGL so it's not like devs can just up and open use something in them that does a similar function in the TEV. M3d1on is correct about Doom3 on GC btw ID software never made a GC version because of the lack of ram.
They have to grow acres of pikmin to power the dev kits. Growing pikmin takes time, especially the purple ones.Vagabundo said:Demand for the dev kits is very high, for some reason nintendo does not have enough, I cannot understand why it is so hard to produce these units, what is in them??
Eteric Rice said:Strange, I could have sworn I read that somewhere... I must be mistaken, no surprise.
I wonder if the Wii could run it, though?
Tobor said:Come on people. You know why they worked on fur shaders. Nintendogs.
Hatorade said:Actually your post is simply not true
Latent is a good word, but unfortunately you're off. The tev is capable of three primary things pixel shading, indirect texturing, and bump mapping, yet how many devs are using it for that reason? Like the poster you're quoting was said the GC API is not like DX or OpenGL so it's not like devs can just up and open use something in them that does a similar function in the TEV.
brain_stew said:I'm really surprised no third party middleware company has stepped upto the plate on Wii yet. There's a huge market there just waiting to be served and Nintendo don't seem to be delivering the goods fast enough.
Hatorade said:Wii could certainly run it, just the Doom3 thing I kept up and the ram was the real issue not power of flipper.
Coupled with the new microphone peripheral, I can happily watch my Nintencat ignore my calls for it to come to me, and instead it wakes itself to poop, and promptly goes back to sleep. Repeat this for 12 hours, JUST LIKE THE REAL THING!Kafel said:sounds more like NINTENCATS.
M3d10n said:Actually, that's the big question: can the Wii do Doom3, now that it has enough RAM? Nobody had the balls to "do the TEV" on *all* polygons on a GCN game.
MachoInfinity said:... the only reason bump mapping wasn't used very much was due to art direction and had nothing to do with technical reasons.
M3d10n said:The man speaks the truth.
Moving from baked vertex lighting or lightmaps to normal mapped stuff requires major changes on the art pipeline.
One can't just flip a switch on a PS2 port and have shiny bump-mapped stuff all over the place. Bump mapping/normal mapping needs light vectors to work: there aren't many sure ways to bake those into vertexes/lightmaps and simply moving all lights to Doom3-style fully dynamic ones will make any hardware (360 and PS3 included) kneel down quickly if you don't do it right.
MachoInfinity said:I am quite familiar with the GameCube API having worked on multiple titles - both multiplatform and exclusive.
You aren't making any sense. indirect texturing and bump mapping are just forms of pixel shading. Every single GameCube game that I've worked on or had knowledge of has used indirect texturing of some form. And the only reason bump mapping wasn't used very much was due to art direction and had nothing to do with technical reasons.
Anyone writing a commercial GameCube engine in the vast majority of cases would have been an actual experienced console engineer and not someone who only knew OpenGL on desktop computers. How different or similar the GameCube's rendering system is to OpenGL is of no relevance to how much of the capabilities were utilized in commercial games.
There is no untapped power in the GameCube nor are there untapped graphical features.
Exactly.psy18 said:Untapped or not, at least we know a lot of wii devs still need to learn. a lot.
Obviously some people have had problems with this, but I never had a single one, nor did anyone else I saw play it.Ogni-XR21 said:Speech recognition from Brain Training, hurray!
Blue
BLUE
BLUE!!!!!
BLUE BLUE BLUE!!!
psy18 said:Untapped or not, at least we know a lot of wii devs still need to learn. a lot.
fixed.Kafel said:sounds more like NINTENBEAVERS.
Vagabundo said:So when is ps2 development going to die?? We going to see it this year? Will we notice a jump in gfx on the wii for 3rd party games when the ps2 does die?
If you look at things this way, Nintendo had a reason for not upgrading too much beyond the GC architecture: it was the most underutilized console in the last gen. The GPU was packed with features which weren't used by most games, either due to lack of fillrate, memory, or because most devs had a focus on the PS2 (which had a very spartan GPU) and didn't even bother. So they have lots of untapped potential there and with the Wii those problems are sorted (more RAM, more fillrate, PS2 won't be the main focus forever).
All they need to do wake up the developers and get them to do some TEV-love.
There are no latent graphics features waiting to be discovered in the GameCube. Nor is the TEV something that is a mystery still waiting to be unlocked by developers. It is nothing more than a way to setup and connect multiple passes for a material. It is very straightforward and anyone who has done multi-pass rendering in OpenGL would be able to immediately get things going with the TEV.
MachoInfinity said:There is no untapped power in the GameCube
quadriplegicjon said:oh god.. text to speech would be so much better for multiplayer games than having to hear all those awful voices.
psy18 said:Untapped or not, at least we know many wii devs still need to learn. a lot.
maxmars said:I think I read here that Nintendo was looking into that technology precisely for multiplayer games, as it's (of course) much easier to filter/censor text-based content than spoken content.
Hmmmm, tell me more.He highlighted a development tool called NintendoWare, developed by Nintendo and HAL, that emulates Wii hardware on the PC so that artists can view an accurate representation of their special effects without loading their code onto a Wii development kit.
The 'Cube has a lot more horsepower under the hood than the industry gave it credit for... The problem was it didn't get a big enough userbase for it to be cost-effective to focus and really milk the hardware for all its worth. It got quick and dirty ports left and right.Eteric Rice said:Konami seems to be the only company really trying visual wise. Elebits looked "okay," but it was much more physics oriented. Dewie's Adventure, on the other hand, looks very good in terms of visuals.
Hell, I wish Factor 5 would license out it's Star Wars engine. That thing could really push some nice visuals.
http://www.the-nextlevel.com/previews/gamecube/star_wars_rebel_strike/rebel_strike2.jpg
http://www.the-nextlevel.com/previews/gamecube/star_wars_rebel_strike/rebel_strike1.jpg
http://media.gamespy.com/columns/im.../take-off-and-stay-high-20041011074607432.jpg
Despit the game itself being good or not, if Factor 5 could get that out of the Gamecube, it makes you wonder what they could get out of the Wii.
Eteric Rice said:Hopefully, next time it doesn't look like he was thrown in a dryer. : /
bumpkin said:The 'Cube has a lot more horsepower under the hood than the industry gave it credit for... The problem was it didn't get a big enough userbase for it to be cost-effective to focus and really milk the hardware for all its worth. It got quick and dirty ports left and right.
In a recent discussion about the Forecast and News channels that was put online a few weeks ago, they talked about how one idea was to have a random Mii act as a newscaster with text-to-speech. However, they decided it'd be pretty messed up to have one's family members reading stories about tragedies.ziran said:Text to speech sounds interesting, I wonder if it could be used in the Wii interface and channels, so the news, weather, etc, are spoken to you?
PkunkFury said:Even Animal crossing had limited text to speech, in the jibberish you can actually hear the words that are on the screen, but you'd never be able to pick them apart if you weren't reading along. The biggest issue I see with any text to speech in games is that it will have to support multiple languages, and some will sound much better than others.. For example, it would be a lot easier to make text to speech work for Japanese than for English
That forest level was so gorgeous. Imagine if this was the lowest we would see for Wii gamesEteric Rice said:Hell, I wish Factor 5 would license out it's Star Wars engine. That thing could really push some nice visuals.
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AndyMoogle said:That forest level was so gorgeous. Imagine if this was the lowest we would see for Wii games![]()
Eteric Rice said:One thing to keep in mind is that the Wii is about twice the Gamecube's power, and probably more efficient.
So if they could do that with the Gamecube, what could they do with the Wii?
dfi said:Thats it. Nothing else is improved, besides the new controllers.
maxmars said:And the integrated wireless connection to the net, including the possibility to send messages to your or your friends' Wii.
And SD card support (You can count, at the moment, on up to 2 gig of space all for your app).
And Mii infrastructure.
All in all the Nintendo guys in charge of developing tools for 3rd parties have a long way ahead.
dfi said:I was just talking about the graphics capabilities of wii. Of course, nintendo added other stuff to the wii, but in terms of graphics, what I stated above still stands.
Hatorade said:2x the power of cube really doesn't stand if you read things that are readily available at other forums. Not to mention on a practical and probable level the graphics Wii can do now because the gpu isn't limited by ram, storage space isn't a joke, along with cpu and gpu that are beefier is going to exceed anything any developer could ever do with with the GC. Wii is a superset of GC not an OC so while things maybe similar in graphics the gc with good dev time could never take on the Wii with good dev time.
BTW the graphical abilities for Wii vs GC have changed. The fact devs are using normal mapping, which was never done in a gc game should be a clue. Ram increase, bandwidth, and fillrate increases are alone enough to differentiate between the two.
Here's a fact the best looking look PS3 and 360 games will never touch the elite tier of graphical pc games that come out for DX10. See I can make pointless troll comments too. The poster said nothing about Wii graphics being like PS3 or 360 titles yet for some reason you mentioned it, like most morons do in these topics. The point some in Wii graphical topics are trying to convey is that Wii has a lot of unused power that devs don't use despite whining about how wii lacks it in comparison to other consoles or elements of the pc platform.