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superchunk said:
joeorc said:
superchunk said:
darkknightkryta said:
joeorc said:

it is a fact that the Wii is quite more robust in it's hardware over the game cube..

and no it's not

(2) game cubes duct taped together..that is lame

the real point is even though the Wii is quite more powerful than the Game cube the developer's are not taking advantage of that extra power. Hell even Nintendo it seem's is in no hurry to push the system. which is ok, that the games are fun anyway. but on the same token at least give it a go and try to pust the envelope with the graphic's on the Wii. it would be kind of nice to see that once in a while.

The Wii is about as powerful as the first X-Box, the problem is that they didn't update the shader technology in the GPU so no matter what Nintendo or anyone for that matter does games won't look better than Gamecube games cause they can't make use of the lighting and normal maps that make 360/PS3 games look as good as they do.  Texture work and lighting will be same in the Wii as it was on the Gamecube best they can do is make bigger levels and use more higher res textures.

wow. You are so wrong. Wii > xbox > gcn > ps2. Numbers don't tell whole story, the CPU, Memory, and GPU are all better than what was in the xbox.

Metroid Prime 3 looks distinctively better than 1 or 2.

SMG1 and 2 looks distinctively better than anything on GCN.

Conduit (as will part 2) does many features that were not capable on GCN.

NSMBWii would not be possible on the GCN. (as two players maybe, not 4 and not with the super guide feature)

There are no games on xbox that couldn't have been done with same exact feature set on Wii. Wii could even do 720p if Nintendo had wanted, they chose not to in order to free up power for the game vs the HD pixels.

thank you..though the Game cube being more powerful than the PS2 is debatable on what your doing with each machine, in processing power the game cube was if taking just one of the PS2's processors but not both at once. the PS2 also had the faster bus speed. both machines were fantastic no doubt.

That's just the cpu, when you also factor in the better gpu and memory, gcn is still more powerful.

not quite because the ps2 like the ps3 used the gpu in conjunction with the CPU to do graphic's there is more in common with the PS2 and the ps3 than many people realize in how they are designed.

still not quite:

128-bit Emotion Engine CPU

  • 300MHz
  • 6.2 billion floating-point operations per second
  • 2 x Vector Processing Units (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
  • 3.2 GBytes/second bus bandwidth
  • 1.8 Watt power consumption maximum

The 128 bit emotion engine is the brains behind the Playstation 2. Much of the early games poor performance can be put down to the fact that no games yet are using the 2 Vector Processing units which speed up calculations considerably.

Graphics Synthesizer

  • 150Mhz
  • 48 GBytes/second DRAM BUS bandwidth
  • 2560 bits bus bandwidth
  • 75 million polygons per second peak rendering rate
  • 16.7 million colours
  • Perspective-Correct Texture Mapping
  • Point, Bilinear, Trilinear and Anisotropic Mip-Mapping
  • Gourard Shading
  • Z-Buffering
  • Hardware Based Fogging
  • Bump Mapping
  • Coloured Light Sourcing
  • Lighting and Shadow Volumes
  • Hardware Based Texture Compression

One of the biggest drawback of this powerful graphics chip is a total lack of anti-ailising which has caused early games to have a jagged look to them. There are other tricks that can be used to avoid this situation but it will take developers time to get it all right.

System RAM

  • Main RAM : 32MB RAMBUS
  • Video RAM : 4MB
  • DVD Cache : TBA

The Playstation 2 includes 32MB RAMBUS RAM. In effect this unified RAM allows developers to determine where the RAM is best utilised. If there is more sound requirements then more RAM can be dedicated to handling the RAM. One major drawback of the Playstation 2 is the limited amount of VRAM which limits the amount of textures the system can have. In fact the Dreamcast games have an edge in this area due to the 8MB VRAM on that system.

now Nintendo's Game cube:

Processor: 128-bit IBM Gekko
CPU Speed: 485 MHz
Players: 4 per System
System Memory: 40MB
Main Memory: 24MB 1T S RAM
A- Memory: 16MB DRAM
Sound: 16bit DSP, 2MB RAM
Sound Support: Dolby, DTS, AC3

Video Memory: 4MB Visual RAM

Display Capability:


6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)

 


Processor: 128-bit IBM Gekko
CPU Speed: 485 MHz
Players: 4 per System
System Memory: 40MB
Main Memory: 24MB 1T S RAM
A- Memory: 16MB DRAM
Sound: 16bit DSP, 2MB RAM
Sound Support: Dolby, DTS, AC3
Sound: SPU2, 2MB RAM
Sound Support: Dolby, DTS, AC3
Video Memory: 4MB Visual RAM
Media: 8cm Mini-DVD
Disc Size: 1.5 GB
Disc Drive: CAV (Constant Angular V)
System Weight: 2.4 kg (5 lbs. 5 oz.)
Sys. Dimensions: 15 x 11 x 16 cm

Controllers: 4 Controller Ports
Memory Cards: 2 Digicard Ports
Various Input: 2 Serial Ports
Other Input: 1 Parallel Port
TV Connection: 1 Analog AV Output
Premium Output: 1 Digital Output
Expansion: 1 Type III PCMCIA

Official Name: NINTENDO GAMECUBE, Nintendo GameCube
System Main Memory: 24MB Sustainable Latency : 10ns or lower (1T-SRAM)
Power Supply: AC Adapter DC12V x 3.5A
Main Unit Dimensions: 150mm(W) x 110mm(H) x 161mm(D)

Display Capability:


6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)


Input/Output:


4 Controller Ports; 2 Digicard Slots; 2 High-Speed Serial Ports; 1 High-speed Parallel Port; 1 Analog AV Output; 1 Digital AV Output

Processor
MPU IBM Power PC "Gekko"
Manufacture Process: 0.18 Microns Copper Wire Technology
Clock Frequency: 485 MHz
CPU Capacity: 1125 Dmips (Dhrystone 2.1)
Int. Data Precision: 32bit Integer & 64bit Floating-point
Ext. Bus Bandwidth: 1.3GB/second (Peak)
Internal Cache: L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
System LSI: "Flipper" (Custom ATI/Nintendo)
Manufacture Process: 0.18 microns NEC Embedded DRAM Process
Clock Frequency: 162MHz
Floating Point Ability: 13.0 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Frame Buffer: Approx. 2MB, Sustainable Latency: 6.2ns (1T-SRAM)
Texture Cache: Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
Texture Read Band.: 10.4GB/second (Peak)
Main Mem. Bandwidth: 2.6GB/second (Peak)
Color, Z-Buffer: Each is 24bits

Image Proc. Function:


Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear/Trilinear/Anisotropic Filtering, Real-time Texture Decompression (S3TC), HW 3-line Deflickering filter, etc.

as you can see it's not quite as easy to say one is more powerful than the other since the only area that the game cube has is in the cpu but is hindered by the speed of it's bus.



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.