By using this site, you agree to our Privacy Policy and our Terms of Use. Close
lilbroex said:

Have fun

http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoGameCube?from=Main.Gamecube

http://cube.ign.com/articles/092/092458p1.html

http://www.nintendoworldreport.com/interview/2146

http://www.gamecheatsmaster.net/articles/790500c4f6d7a6db

http://www.nintengen.com/2007/07/wii-has-more-power-than-you-think.html(posted for the GC facts listed)

http://www.gamespot.com/star-wars-rogue-squadron-iii-rebel-strike/previews/star-wars-rogue-squadron-iii-rebel-strike-updated-preview-6075808/?page=3

http://www.the-magicbox.com/forums/showthread.php?t=5342

 

Please show me an Xbox game pulling this off. I'll be waiting right here when you get through chasing red herrings.(ie, attacking gameplay and design preference)

This link might help:

http://www.purevideogames.net/blog/?p=479

A few quotes from the article:

"The Xbox’s fillrate is nowhere NEAR 4 Gtexels/sec (more like 250-750 Mtexels, according to developers). Xbox’s system bandwidth isn’t a true 6.4GB/sec, considering any info from the CPU to the GPU and vice-versa is bottlenecked at 1.02GB/sec; one-third of GCN’s overall system bandwidth in realtime.

Xbox’s GPU also requires 16MB of the 64MB DDR just to cull a Z-buffer (which is embedded on the GCN GPU at no cost to system memory), and also GCN’s internal GPU bandwidth is more than twice that of Xbox’s (25GB/sec compared to 10GB/sec).

Also, Xbox claims to have more effects than GameCube, and better texturing ability in its GPU, when the XGPU can only do 4 texture layers per pass, and only 4 infinite hardware lights per pass (8 local lights can be done, also). GCN, on the other hand, boasts 8 texture layers per pass, and 8 infinite hardware lights and local lights per pass, all realtime."

and:

Dead or Alive 3, a game Tecmo said “was impossible on any system other than Xbox” due to the amount of polygons onscreen, is a 9-10mps game, tops. The character models (which were also claimed to be an impossibility elsewhere) consisted of 9,000 polygons each- the same amount of polygons in characters in StarFox Adventures, Eternal Darkness, and even in Luigi’s Mansion (end boss). Resident Evil 0, however, boasts the highest polygonal “low-end” model to-date- a whopping 25,000 poly character. Now why is this possible (even against prerendered backgrounds) on a “less techincal” console?