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bonzobanana said:
Component cables aren't bad you know , you can get 1080p out of them and they are only one small step away from VGA quality. I used a xbox with a component cable to a projector and was pleased with the image. Many xbox owners do a internal VGA conversion as well to up the quality even more.

I have both component and composite cables on my original Xbox, component is certainly a big step up from composite... But it's not perfect, the image quality is still terrible and "soft".
Playing Halo 2 on the Xbox 360  (HDMI) via backwards compatability is a much crisper, cleaner image.

I can provide pictures if you want. ;)

Yeah internal VGA conversaion is a thing... Many gamecube owners do a HDMI conversion on early Gamecubes as well.

bonzobanana said:

I don't know your insight on the wii but I remember reading an article about developing for the wii and it said the 16MB of slow memory of the Gamecube was replaced with 64MB DDR memory and mapped the same serving the same purpose. The slow access times of the larger DVD disc which could be up to about 6x larger in capacity and for some games dual layer required a much larger cache to reduce or eliminate loading times. The wii had lightning fast data transfer between the 24MB, 2MB and 1MB but much slower access to the 64MB memory. I'm sure developers would have worked out techniques to optimise it's use though and make good use of it.

It is really up to the developer on how that Ram is used. 64Mb of GDDR3 memory for a DVD drive is just not a thing on any platform.

However, the Wii does have the Ram advantage in terms of capacity... At 480P bandwidth demands will be significantly less, the SRAM helps with that anyway... But the GDDR3 should be good for about 4GB/s of bandwidth to the GPU.

With that in mind... Streaming textures and meshes from the Xbox's hard drive is a far better prospect than the Wii's 8MB/s data transfer rate of it's DVD drive... Some games even stream from both the Hard Drive and DVD Drive on the Xbox at the same time... Which means the Xbox doesn't require as much texture or mesh data in main system memory, sadly we never got to see that aspect pushed to the extreme on the original Xbox... It wasn't untill Call of Duty: Modern Warfare 2 and Ratchet and Clank Future: Tools of Destruction that such a feature really started to gain popularity during the last generation of console hardware.



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