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curl-6 said:
lilbroex said:


There was that too. If I rememver corectly, the fill rate gets cut in half if you use AA or something like that and it needs to use a TEV unit. Though, it also depends on the quality of the textures being used in the games.

I believe that higher res textures produce less AA. It may be the other way around though. I can't remember.

 

Another fact is that the Wii is an HD system. It could run games at HD but it would take a huge performance hit. You would only be able to use like 1/8 of the assets you could normaly at HD resolutions if you wanted to achieve 30 FPS at 1080p. That and Nintendo had the HD capabilities firmware locked. They could remove them with an update but that obviously won't happen.

If it's that big a hit, I'm now extra impressed by the Rogue Squadron games, since they used AA while also doing high res textures and tons of effects.

So if you wanted to do, say 720p at 30fps on Wii we'd be talking, say, PSP quality textures/geometry/effects, or more like PS1 level?

It will mostly effect the polygon count. It would be limited to around the scale of the PS2 which could also output at 1080i in a few games with a special T.V. It coudln't do 720p or 1080p though. I never quite understood why that was or how it did it.

Texture size is mainly a RAM issue which would be the other limiting facter. HD textures are HUGE. The Wii has 88 MB of RAM with a 3 MB cache to hold texture and programming instruction data as compared to the 256x256 in the PS3 and 512 MB with a 10 MB cache in the 360. Even they choke at true 720p. Overall, unless it is someting small scale like a versus fighting game or  puzzle game, there wouldn't be any benefit to running the Wii in HD. It would require some exeptional design and programming skills to make it worth it. We are talking N64 type programming techniques here.