lilbroex said:
You are wrong. Rebel Strike pushed 20 million polygons at 60 FPS with fully bump mapped characters, high level lighting effects, accurately mapped, detailed dynamic shadows, dozens of enemies diverse enemies on screen at once that had there on A.I. with a draw distance scaled more than ever multiplayer map in Halo 2 combined. The best that any game on the Xbox did was 12 million polygons at 30 FPS with a few moderate effects. These are facts, not opinions. The devs tried to port it to Xbox but it couldn't run it without severe downgrades, so they scrapped it.
Just look at the shadows that the wings casts on themselves. http://cubemedia.ign.com/cube/image/roguesquadron3_073003_02_640w.jpg |
Do you even know what power the GC and Xbox had?
GC =
CPU - 486 mhz powerpc.
43 mb non unified memory, 24 mb mosys 1t ram.
GPU - 164 mhz flipper. 648 Mpixels/sec & 648 Mtexels/sec
Xbox =
CPU - 32 bit 733mz Pentium 3
64 mb unified ddr sdram runinng in dual channel.
GPU - 233 mhz custom Geforce 3 TI500. 932 Mpixels/sec & 1864 Mtexels/sec.
Of course a dev couldnt get RS3 to run on Xbox could they. ROFL.
Oh and games couldd have a larger scale on Xbox due to loading info to the HDD to allow drawing data from there instead of the disc. Hence why Halo 2 was so massive in scale.
ROFL.
Half Life 2 was only possible on Xbox last gen. Which also is arguably the best visuals last gen for console.











