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Viper1 said:
lilbroex said:
Viper1 said:
lilbroex said:

The 3DS has "modern shaders" not better ones. The one in the Wii is better because it can produce the same effects that you see on the PS3 and 360 like HDR and Parallax Mapping. The 3DS cannot.


Actually, the 3DS is indeed capable of both HDR and normal mapping which both are found in RE:R

1. I never said normal mapping. The Gamecube could and did use normal mapping. Its not a high level effect. I said parralax mapping which requires much more horsepower and technical capability. http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg

2. Show me where HDR was used in Revelation because I'm pretty sure the 3DS uses shader modal 1 which cannot produce that effect. Bloom and HDR are no where near the same thing.

Also for the record. On a technical level, revelations really isn't doing as much as RE4 which a lot of people don't seem to notice. The number of enemies allowed onscreen at once and the AI complexity is far lower and there are less destructable enemies and objects. The game is pretty much just a some slightly detailed, small sections with normal mapping slathered over everything and AA turned up to max.


If you actually analyze Leon's polygon modal from RE4 and claire's from Revelation up close and side by side, you will notice a huge difference in the character detail. Most of the features on the Revelaiton characters are just drawn on and there are really blocky when you look at them up close. Its not as bad as in Mercenaries but its noticable.  The normal mapping makes it look far more detailed than it actually is.

Do keep in mind I am one of those that agrees that the Wii is more powerful than the 3DS.

Source for RE:R utilizing HDR.
http://andriasang.com/comp7w/3ds_mt_framework_detailed/

Also, the DMP PICA2000 GPU with the OpenGL ES 1.1 extensions can replicate DX9 and some DX10.1 level shaders.

As or parallax mapping or virtual displacement mapping, they don't even do that very well on the HD consoles....let alone Wii or 3DS.

I see, I wasn't aware that it used open gl. I still remember it from the early design days where it ws pretty much micro xbox gpu.


The Wii used parallax mapping on the boulders in the Mario Galaxys.

As I expained, the Wii uses a different type of shader called a TEV which is more akin to programming in assembly language as opposed to a standard shader modal which is akin to programming in C. You can do far more while using less system resources with assembly level programming but it is extrememly complex and time consuming as "everything" must be done manually. Using the Wii's TEV you can produce the same effects as on modern shaders at a fraction of the system resource cost.

 

 

 

Take a good close look at those character modals and the level detail.