By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Viper1 said:
Then say Turbo3D microcode.  Don't just make up something like Super Mode.  And if you noticed, I even asked you if you meant the microcode.

Turbo3D was a microcode from Nintendo themselves but wasn't used because it saturated system rsources so much it made it unusable.  However, thee were several custom microocdes written from dozens of developers that exceeded the default SGI microcode.

 

And therein lies your N64 answer on why it was never maxed out.  Becuase you can always write better microcode.  Hell, you could even say a bigger catridge could be developed too.  Again, there are games that push it harder than others but you can't max out a console.

I think this is the main point to this discussion. It may be easier if you could quantify what it means exactly to "push the hardware", but at the end of the day we all know the difference between a game that tried to look its best and one that didn't. This isn't just about polygon counts or number of shaders implemented, it's about the overall impression you get when seeing the game for the first time, and what that implies about the effort that went behind making it.

When the best looking 3rd party games on Wii can't match the quality of the best Gamecbe games, it doesn't take a rocket scientist to tell you somethings wrong.

If you look at the link provided by curl-6, I think Eggebrecht sums it up nicely - there are indeed compatability issues that would prevent every engine from being ported over, but given the success of the system you'd expect at least some companies to want to push the hardware in order to differentiate themselves from the crowd... but I guess that kind of logic is SO 2007



Until you've played it, every game is a system seller!

the original trolls

Wii FC: 4810 9420 3131 7558
MHTri: name=BOo BoO/ID=BZBLEX/region=US

mini-games on consoles, cinematic games on handhelds, what's next? GameBoy IMAX?

Official Member of the Pikmin Fan Club