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Pemalite said:
curl-6 said:

The TEV unit was not as flexible or as capable as the newer shader systems used by PS3/360/Wii U. As such, there's a clear divide in shader tech between Gamecube and the aforementioned systems.

And again, did any actual GCN games ever use a HD internal resolution? Even if they did, the fact it can't output it means Zero's output resolution alone puts it beyond what Gamecube could do.

Resolution isn't really an "effect". It doesn't really require any specific instructions or hardware blocks.
The point was, that the Gamecube could render in High-Definition, just not output it. :P

You are right the TEV isn't as flexible as the newer systems, but it was still capable and in my opinion, punched above it's assumed weight.
It would be like comparing Direct X 8 games against Direct X 9 games. I.E. Morrowind (Direct X 8 SM1.0-1.4) vs Oblivion (Direct X 9 SM2.0) and then Skyrim (Direct X 9 SM3.0).
All have "shaders". - But varying use and quality of shaders... And as someone who used to write shaders for Oblivion and Fallout 3, it is possible to remake the shaders for those games to Xbox 1 levels of GPU hardware with only a minimal reduction in quality. (Performance not permitting.)

In the end, it shows with emulation... The games have aged surprisingly well and can be competitive with the PS3/360/Wii U with minimal effort.

I never said resolution was an effect. But Gamecube can't output HD, and Zero is HD, therefore by that criteria alone, it couldn't be done on Gamecube.

I agree with you that TEV punched above its weight, and games like Rogue Squadron 2/3, Mario Galaxy 1/2, Jett Rocket, etc, showed that it could produce very nice results. But ultimately it just wouldn't be able to produce the kind of shader usage we see in Starfox Zero. You could downgrade it and replace the shaders with simpler TEV equivalents, but in its current form, the game simply wouldn't be doable on GCN.