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. |
Its not made up. It was a combination two simple terms to convey the magnitude of the feature to people who lack technical knolwedge. More people will understand what I am explaining to them when I use the words "super" and "mode" than when I say Turbo3D microcode. They do not know what that is and aren't likely to look for it. Saying it will not enlighten them at all as a esult. I do not need to explain it to myself and I do not need to explain it to the few people who do know what it is. Those who want to know the details of it can research it themsleves.
I do not need you to explain to me why it was and wasn't used. I already know. I wasn't asking. I was talking to the people who "don't" know.
I'm not talking about added features. I'm talking about the core unit. How many times have I had to repeat this? If you want to get into using bigger and newer hardware componants or replacing the default instruction set then you are leaving the realm of the core system. If you want to get that technical, we can go into soldering stronger components unto the motherboard, reprogramming the bios and and increasing the number of pins in the controller sockets.
You are splitting hairs and begging the question into oblivion to prove your point, but the point has been off from the moment you talked about any alteration to the provided hardware and its base set of instructions. That is in an entirely different realm then what we are getting at in this thread. We are talking about the max that can be achieved by the system as is.
The main point of this thread is that we have yet to see a Wii game that pushed more polygons and shader effects than Rebel Strike on the Gamecube. I'm not going to argue about the N64 with you.







