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lilbroex said:

 http://image.gamespotcdn.net/gamespot/images/2009/196/reviews/958780_20090716_screen003.jpg

Dynamic lighitng from different sources with different intensities casting accurate shadows. That is no small effect.

 

Thats the point I was making. And Mario Galaxy 2 would like to say hello(used quite a bit of normal mapping as modders found out). Secondly, there is nothing really that complex about normal mapping.

The reason you don't see normal mapping in most Wii games isn't because its hard for the system to do, its  because its difficult to program with the TEV. I just showed you a game that outdid Revelations.

You are still omitting all of the other factors I pointed out and at the end of the day, Rebel Strike still did all of what you are pointing out in Revelatins plus lots more and that was for the GC.

I didn't just state my point. I backed it up with visual proof.

 

 

Revelations wasn't very detailed at all.

There's no realtime shadows in that first Darkside pic, it's all baked.

And I challenge you to point out where there's actual normal mapping in Galaxy 2. Until I see it I'm going to assume the modders in question are using "normal mapping" as an umbrella term for all forms of bumpmapping. (Galaxy 2 does have EMBM)

And there's an important difference between those two RE shots; the mapping in Revelations responds to realtime lighting, the stuff in Darkside doesn't.

The Wii is more powerful than the 3DS, but it's not as capable when it comes to more complex shaders like normal mapping.

(The PSP, of course, is far behind both)