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curl-6 said:
Pemalite said:

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.

It doesn't need to output in HD for it to be HD.
For example... You can take ANY old Xbox 360 and use crappy old component,  the Xbox 360 is still rendering internally at say... 720P, but the output image quality is only going to be 480P.
From a resolution perspective alone, the Gamecube can render Star Fox Zero just fine and output it just fine.

Converesly the same thing happens on the Xbox One... You could have a game running at 1080P and if your panel is only 720P, the game is still being rendered at 1080P, but it gets downscaled after the rendering.

Let's not forget either that resolution is a pretty arbitrary term, most people usually associate it to the pixel count of the final rendered image when in fact games are built from assets of all different resolutions. I.E. Textures with 1024x1024 resolution, light shafts that are 1280x720 when the game is being output to 1920x1080.




--::{PC Gaming Master Race}::--