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Forums - Gaming Discussion - Wii's graphically superior to anything last generation!

heinz said:

 

Oh person who post PC specs for Oblivion, ever play it like that, everything has to be turned low, it look very bad (like Playstation 1 game) and it is very choppy (many parts at 15 fps), not fun.


you're speaking on graphics.

but playing oblivion at minimum specs for sure doesn't affect AI!!!

so here we go again on the same fact.

wii cpu can handle in computational an oblivion version.

wii gpu can be"shrinked" to handle smooth a 480p output.

 

the only problem is on harddisk.

but nothing that a good programmer couldn't achive.

 

want to know:

which games NOW on x360 use this so advanced AI and phisics engines????

 

maybe we are speaking of something that hardly we'll see in this generation.

 

but x360 now is on the market more than a year.

but looking for advanced Ai and physic ...where are they???

on this side x360 is a failure.

they wait for pc porting like oblivion...

 

programmers make more experiments on pc than on console for parrallel processes.

 it seems that pc wiil see more AI advanced games than console.

4/5 years market life maybe are few to optimize game programming on console.

pc has a wider window for learning how to optimize multi core programming,and is more scalable too.

add 1600x1200 graphic resolution!!!!

 

if I'm looking for advanced Ai and graphics for sure will buy next pc!!!

 



Wii is more powerful than the Xbox. It is confirmed in many websites. I got these facts from www.wikipedia.org Wii: Processors: CPU: PowerPC based "Broadway" processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz[40] GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process,[41] reportedly† clocked at 243 MHz[40] Memory: 88 MiB main memory (24 MiB "internal" 1T-SRAM integrated into graphics package, 64 MiB "external" GDDR3 SDRAM)[42] 3 MiB GPU texture memory Ports and peripheral capabilities: Up to four Wii Remote controllers (connected wirelessly via Bluetooth) Nintendo GameCube controller ports (4) (one can be used in conjunction with four Wii Remote units for five-player multiplayer capability) Nintendo GameCube Memory Card ports (2) SD memory card slot USB 2.0 ports (2) Sensor Bar port Accessory port on bottom of Wii Remote Mitsumi DWM-W004 WiFi 802.11b/g wireless module[43] Compatible with optional USB 2.0 to Ethernet LAN adaptor Multi-output port for component, composite or S-Video Built-in content ratings systems: BBFC, CERO, ESRB, OFLC, OFLC (NZ), PEGI, USK Storage: 512 MiB built-in NAND flash memory Expansion available via SD card memory Nintendo GameCube Memory Cards (for saving GameCube games only) IBM's Wii "Broadway" CPU ATI's Wii "Hollywood" GPU Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc Mask ROM by Macronix[44] Video: 480p (PAL/NTSC), 480i (NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen[45] Component (including Progressive scan), RGB SCART (PAL only), S-Video (NTSC only), composite output, or D-Terminal[46] Audio: Main: Stereo - Dolby Pro Logic II-capable[47] Controller: Built-in speaker †None of the clock rates have been confirmed by Nintendo, IBM, or ATI. Xbox: CPU: 733 MHz Mobile Celeron (Pentium III Coppermine-based IA-32 CPU) Micro-PGA2 package. 180 nm process. SSE. Floating point SIMD. 4 single-precision floating point numbers per clock cycle. Resulting Gflops on cpu alone: 2.9Gflops MMX. Integer SIMD. 133 MHz 64-bit GTL+ front side bus to GPU/chipset. 32 KiB L1 cache. 128 KiB on-die L2 Advanced Transfer Cache (256-bit bus). Shared memory subsystem 64 MiB DDR SDRAM at 200 MHz. 6.4 GB/s Supplied by Hynix or Samsung depending on manufacture date and location. Graphics processing unit (GPU) and system chipset: 233 MHz NV2A ASIC. Co-developed by Microsoft and NVIDIA. 4 pixel pipelines with 2 texture units each 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak) 115 million vertices/second, 125 million particles/second (peak) Peak triangle performance: 29,125,000 32 pixel triangles/sec raw or w. 2 textures and lit. 485,416 triangles a frame at 60fps 970,833 triangles a frame at 30fps 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling) Bilinear, trilinear, and anisotropic texture filtering Similar to the NV20 and NV25 PC GPUs. Storage media 2-5x (2.6 MB/s-6.6 MB/s) CAV DVD-ROM 8 or 10 GB 3.5-inch 5,400 RPM hard disk. Formatted to 8 GB. FATX file system. Optional 8 MB memory card for saved game file transfer. Audio processor : NVIDIA MCPX (a.k.a. SoundStorm NVAPU) 64 3D channels (up to 256 stereo voices) HRTF Sensaura 3D enhancement MIDI DLS2 Support Monaural, Stereo, Dolby Surround, and Dolby Digital Live 5.1 audio output options Integrated 10/100BASE-TX Ethernet DVD movie playback A/V outputs: composite video, S-Video, component video, SCART, Optical Digital TOSLINK, and stereo RCA analog audio. Resolutions: 480i, 576i, 480p, 720p and 1080i. Controller Ports: 4 proprietary USB ports Weight: 3.86 kg (8.5 lb) Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in) Wii GPU = 243 Xbox GPU = 233 Done.