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Forums - Nintendo - Orange Box for the Wii?

fazz said:
Destroyer_of_knights said:
fazz said:
Destroyer_of_knights said:
lol, some many complained about the PS3 version having frame rate issue, so if put on the wii it'll end up being a very beautiful slide show, 1 frame per 10 seconds.

It was because faulty porting, not because the hardware. Also, no person outside the industry know the specs of the Wii (ever heard of Non-Disclosure Agreement?), but seeing a game like Mario Galaxy can be very shader-intensive and that the Source engine is a very scalable one, the Wii should be capable of doing it at least at 480@30fps without much sacrifice. It was already discussed on that other thread.

Someone should e-mail f... Gabe Newell about this heh.


Wii doesn't have support shaders, although programers can make the TEV stages do shader equivalent operations, so I guess it could be possible but it depends on the cost of the resoucesw and the tallent and time didicated to porting, but most likely it'll be a dirty cash in port.


Who said so? And IGN,N4G or Wikipedia don't count as good sources.


 The gamecube didn't support shader technology, and the wii being just an upgraded gamecube also doesn't have shader technology, however, this does not mean shader effects can't be done cuz the end result can still be achived on certain effects via other methods equivalent to shaders but on the wii TEV stages.

 



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Entroper said:
Destroyer_of_knights said:

Wii doesn't have support shaders, although programers can make the TEV stages do shader equivalent operations, so I guess it could be possible but it depends on the cost of the resoucesw and the tallent and time didicated to porting, but most likely it'll be a dirty cash in port.


I want to piggyback on what fazz said here. In computer graphics, the term "shader" refers to a set of instructions run on the GPU to produce an effect. A set of TEV operations is a set of instructions that runs on the GPU to produce an effect. Furthermore, there is very little difference between the capabilities of the Gamecube's TEV (which the Wii has all the capabilities of, and possibly more) and the capabilities of GPUs that support pixel shader 1.4. So why does everybody have it in their head that the Wii doesn't support shaders?


 because it doesn't, it supports TEV stages which like you said can achive the similar effects as shaders,



fazz said:
Destroyer_of_knights said:
fazz said:
Destroyer_of_knights said:
lol, some many complained about the PS3 version having frame rate issue, so if put on the wii it'll end up being a very beautiful slide show, 1 frame per 10 seconds.

It was because faulty porting, not because the hardware. Also, no person outside the industry know the specs of the Wii (ever heard of Non-Disclosure Agreement?), but seeing a game like Mario Galaxy can be very shader-intensive and that the Source engine is a very scalable one, the Wii should be capable of doing it at least at 480@30fps without much sacrifice. It was already discussed on that other thread.

Someone should e-mail f... Gabe Newell about this heh.


Wii doesn't have support shaders, although programers can make the TEV stages do shader equivalent operations, so I guess it could be possible but it depends on the cost of the resoucesw and the tallent and time didicated to porting, but most likely it'll be a dirty cash in port.


Who said so? And IGN,N4G or Wikipedia don't count as good sources.


It was from an developer, who worked on the Wii and GC. As destroyer pointed out, the Wii can do shading, just through the TEV (just like the GC), rather than through conventional shader programming. 



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Valve has too much pride to just throw a port with sloppy wii controls out.

If they do release one I for one would feel safe buying it strickly for thier quality.



I am WEEzY. You can suck my Nintendo loving BALLS!

 

MynameisGARY

weezy said:
Valve has too much pride to just throw a port with sloppy wii controls out.

If they do release one I for one would feel safe buying it strickly for thier quality.

 unless valve is currently working on the next half life game or episode in which case EA would handle the port if it does get portedd, in which case prepair for a stutter fest and unresponsive controls, yay for EA portz



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Destroyer_of_knights said:
Entroper said:
Destroyer_of_knights said:

Wii doesn't have support shaders, although programers can make the TEV stages do shader equivalent operations, so I guess it could be possible but it depends on the cost of the resoucesw and the tallent and time didicated to porting, but most likely it'll be a dirty cash in port.


I want to piggyback on what fazz said here. In computer graphics, the term "shader" refers to a set of instructions run on the GPU to produce an effect. A set of TEV operations is a set of instructions that runs on the GPU to produce an effect. Furthermore, there is very little difference between the capabilities of the Gamecube's TEV (which the Wii has all the capabilities of, and possibly more) and the capabilities of GPUs that support pixel shader 1.4. So why does everybody have it in their head that the Wii doesn't support shaders?


because it doesn't, it supports TEV stages which like you said can achive the similar effects as shaders,


I think you just read the last sentence of my post, and missed these two:

In computer graphics, the term "shader" refers to a set of instructions run on the GPU to produce an effect. A set of TEV operations is a set of instructions that runs on the GPU to produce an effect.



Entroper said:
Destroyer_of_knights said:
Entroper said:
Destroyer_of_knights said:

Wii doesn't have support shaders, although programers can make the TEV stages do shader equivalent operations, so I guess it could be possible but it depends on the cost of the resoucesw and the tallent and time didicated to porting, but most likely it'll be a dirty cash in port.


I want to piggyback on what fazz said here. In computer graphics, the term "shader" refers to a set of instructions run on the GPU to produce an effect. A set of TEV operations is a set of instructions that runs on the GPU to produce an effect. Furthermore, there is very little difference between the capabilities of the Gamecube's TEV (which the Wii has all the capabilities of, and possibly more) and the capabilities of GPUs that support pixel shader 1.4. So why does everybody have it in their head that the Wii doesn't support shaders?


because it doesn't, it supports TEV stages which like you said can achive the similar effects as shaders,


I think you just read the last sentence of my post, and missed these two:

In computer graphics, the term "shader" refers to a set of instructions run on the GPU to produce an effect. A set of TEV operations is a set of instructions that runs on the GPU to produce an effect.


 the same results may be achived in the desired effect but the way the actual effect is done and the instruction used are different, and it's the differences which seperate them into shaders or TEV stages, for example both IBM and Intel CPU have sets of instructions but this does not mean they are compatible with each other when it comes to software, same goes for shaders and TEV.



Destroyer_of_knights said:

the same results may be achived in the desired effect but the way the actual effect is done and the instruction used are different, and it's the differences which seperate them into shaders or TEV stages, for example both IBM and Intel CPU have sets of instructions but this does not mean they are compatible with each other when it comes to software, same goes for shaders and TEV.


Of course they're not compatible, but a set of instructions that runs on an Intel CPU is called a "program", and a set of instructions that runs on an IBM CPU is called a "program."



Entroper said:
Destroyer_of_knights said:

the same results may be achived in the desired effect but the way the actual effect is done and the instruction used are different, and it's the differences which seperate them into shaders or TEV stages, for example both IBM and Intel CPU have sets of instructions but this does not mean they are compatible with each other when it comes to software, same goes for shaders and TEV.


Of course they're not compatible, but a set of instructions that runs on an Intel CPU is called a "program", and a set of instructions that runs on an IBM CPU is called a "program."


 the instructions I was refering to were those built into the CPU's them selvs, intel and IBM have specifis instruction sets built in to their CPU's to manage data flow and the like, programs just run on top of that, it's the same thing with GPU's and how graphic code runs on them.



Cruisin FTW!!
I'm sorry I couldn't help it.