zarx said:
It's mostly because of the limited framebuffer, the Wii has the same 3MB frambuffer/texture cache as the Gamecube, but the Wii uses a higher resolution for widescreen rendering. While the GPU is capable of 3-sample AA, doing so requires more memory for the framebuffer which means devs ether have to lower the resolution, or use a tile bassed solution where the game renders a section of the screen, moves it into VRAM, and then renders another section and then when all the tiles are rendered they are moved back into the framebuffer. The extra time it takes to move the tiles too and from VRAM means you have a lot less time to actually render each frame for the same framerate. |
Ah, yeah, thats what it was. It splits the texture cache in half and has to use one of the 8 TEV units.







