| oli2 said: Kars, i think you are missing out what albionus tried to say. In fact, both of you re correct, but are not dealing upon the same subject. - On a technical side (your side), what will be do-able on PS3 regarding physics and graphics, given its distributed parallel computing model is an order of magnitude below what will be acheivable on Wii. - On another side (business?), nothing is unmanageable if your reduce assets enough to meet the hardware limits. |
One thing people don't realize is that you can span quite a massive performance difference with good design practices ...
For years (on the PC) developers have had to support very low minimum requirements while still providing the impressive graphics to sell the game to people who own bleeding edge PCs. The general strategy is to produce 3 levels of detail for most of your assets (this sounds like a lot more work then it is mainly because there are a lot of tools for downgrading graphical assets).
So on the Wii you would have a graphical asset model and textures while rendering the game at 480p with 2xAA; on the PS3/XBox 360 you would have a similar model that had 2 to 4 times as many polygons, 2 to 4 times the texture detail, high level pixel shader effects, while rendering the game at 1080i/720p with 8xAA and 16xAF. The XBox 360 and PS3 game would look far better but the core gameplay would be identical on all systems.







