curl-6 said:
Devs like High Voltage talked about how Wii's larger RAM allowed them to render more elements per scene compared to Gamecube. It was not just a buffer. Let's be realistic here; no console is going to reserve over 70% of its memory for caching, that's absurd. And totally unnecessary; with the amount of data Wii games have, a DVD drive and no HDD is just fine. Feeding 88MB of RAM is quick and easy. It's once you get up to PS3/360/Wii U levels of RAM that optical drive speed becomes a bottleneck. And you're overestimating the complexity of the Wiimote. Its beauty was in its simplicity. It did not actually track movements in 3D space it all, it used simple gyros and accelerometers to register angle and movement, which give feedback no more complex than an analogue stick. |
I don't think you've grasped how it works. It's caching so the data can be quickly loaded into main memory. It's fully utilised but the whole point is its not waiting to be pulled in from the optical drive. The fact its in the GDDR3 memory means it can be quickly moved to the main 24MB of very fast memory with the wide databuse's to cpu and gpu. Your making it sound like the cpu and gpu works directly with the data held in GDDR3 memory as if it can bypass needing to use the main 24MB of memory which I'm pretty sure it can't. Have you seen the GDDR3 chip on the wii motherboard its completely away from the main gpu and cpu and only has a slow databus.
When I said tracks movement in 3D space I guess that would be better as calculates movement in 3D space which is what the my explanation previous to that explained. I totally disagree with your point about no more complex than an analogue stick and I think you would too if you actually took time to read what you wrote. A game has to be purposely developed for motion controls you can't just add a motion controller to any game that has joypad input.








