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Forums - Nintendo - PSP vs 3DS specs rd1

lilbroex said:
d21lewis said:

Rebel Strike was 95% space ships and explosions, though.  Humans looked pretty bad.  I know this is a comparison of power but whenever somebody brings up Rebel Strike in these things, it feels like comparing Forza to Uncharted.  Yeah, Forza looks great because it's just rendering cars.  A good looking X-Wing Fighter in a sparse environment seems like it would be easy to render.  We should find a comparison that is more "apples to apples" like RE4 vs RE Revelations or Rogue Squadron vs Star Fox 64 (Poor example.  Sorry.) or something

No, it wasn't. "All" of the human character in rebel strike were normal mapped as well as inside combat environment.

http://199.101.98.242/media/shots/66396-StarWars_Rebel_Strike-7.jpg

http://cdn3.spong.com/screen-shot/s/t/starwarsro98563/_-Rogue-Squadron-III-Rebel-Strike-_.jpg

It used accurate selfshadowing and dynamics lighting. Bloom lighitng. Desructive environments. Extremely detailed modals.



Hindsight is 20/20



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d21lewis said:
lilbroex said:
d21lewis said:

Rebel Strike was 95% space ships and explosions, though.  Humans looked pretty bad.  I know this is a comparison of power but whenever somebody brings up Rebel Strike in these things, it feels like comparing Forza to Uncharted.  Yeah, Forza looks great because it's just rendering cars.  A good looking X-Wing Fighter in a sparse environment seems like it would be easy to render.  We should find a comparison that is more "apples to apples" like RE4 vs RE Revelations or Rogue Squadron vs Star Fox 64 (Poor example.  Sorry.) or something

No, it wasn't. "All" of the human character in rebel strike were normal mapped as well as inside combat environment.

http://199.101.98.242/media/shots/66396-StarWars_Rebel_Strike-7.jpg

http://cdn3.spong.com/screen-shot/s/t/starwarsro98563/_-Rogue-Squadron-III-Rebel-Strike-_.jpg

It used accurate selfshadowing and dynamics lighting. Bloom lighitng. Desructive environments. Extremely detailed modals.



Hindsight is 20/20

 

Okayyy...whats your point? Its achievement have been dissected and documented many times as I just said.



lilbroex said:
d21lewis said:
lilbroex said:
d21lewis said:

Rebel Strike was 95% space ships and explosions, though.  Humans looked pretty bad.  I know this is a comparison of power but whenever somebody brings up Rebel Strike in these things, it feels like comparing Forza to Uncharted.  Yeah, Forza looks great because it's just rendering cars.  A good looking X-Wing Fighter in a sparse environment seems like it would be easy to render.  We should find a comparison that is more "apples to apples" like RE4 vs RE Revelations or Rogue Squadron vs Star Fox 64 (Poor example.  Sorry.) or something

No, it wasn't. "All" of the human character in rebel strike were normal mapped as well as inside combat environment.

http://199.101.98.242/media/shots/66396-StarWars_Rebel_Strike-7.jpg

http://cdn3.spong.com/screen-shot/s/t/starwarsro98563/_-Rogue-Squadron-III-Rebel-Strike-_.jpg

It used accurate selfshadowing and dynamics lighting. Bloom lighitng. Desructive environments. Extremely detailed modals.



Hindsight is 20/20

 

Okayyy...whats your point? Its achievement have been dissected and documented many times as I just said.

Point is, for all of its achievements, it just doesn't look as good as we make it out to be--especially when it comes to the outside of the ship stuff.



You guys still talking crap and using bull-shots to prove arguments - or photos taken by digital camera to provide a nice lot of pretend anti aliasing.

You guys don't listen do ya.

Have you even taken into consideration the resolution the 3DS and PSP are running at for their games?


....Do you even know that they are running at a much lower resolution than the Wii? This is a thread that should be made on a technical forum, not a gaming forum. None of you have a grasp of what you're even talking about.

Spend a bit of time researching instead of using your favourite best looking game on console as point of reference. Games use tricks to look good...


It's as if you don't want to know the truth and just turn it into some subjective analysis. There be NOTHING subjective here.



Those star wars games everyone gibbers on about "looking so good"....had about 10 polygons in any one screen.

Not hard to look good then...Ahhhhhh....sod it. I'm off.



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fillet said:
You guys still talking crap and using bull-shots to prove arguments - or photos taken by digital camera to provide a nice lot of pretend anti aliasing.

You guys don't listen do ya.

Have you even taken into consideration the resolution the 3DS and PSP are running at for their games?


....Do you even know that they are running at a much lower resolution than the Wii? This is a thread that should be made on a technical forum, not a gaming forum. None of you have a grasp of what you're even talking about.

Spend a bit of time researching instead of using your favourite best looking game on console as point of reference. Games use tricks to look good...


It's as if you don't want to know the truth and just turn it into some subjective analysis. There be NOTHING subjective here.


Quote for truth.  I'll be the first to admit that I'm not one of the most tech savvy guys around.  As much as I love gaming, I've never bothered to go in depth with the analysis of what makes one game technically superior to another.  I just know what looks good to me--which means that I can only toss my opinion out there.



fillet here above me is correct.

Comparing portable power to home console power is relative anyway. Of course a portable's power will not be on par with a full home console until a few generations later. Why? It doesn't need to be. It only needs to have an acceptable performance relative to it's screen size and be able to 'push polygons' as much as is noticeable on it's screen size.

The 3DS (and the Vita too) outperforms the Wii and GameCube only in this 'relative' sense, because it's hardware allows it to look better on it's small screen than the Wii does on a big screen.

That's it.



fillet said:
Those star wars games everyone gibbers on about "looking so good"....had about 10 polygons in any one screen.

Not hard to look good then...Ahhhhhh....sod it. I'm off.


I was with you on your first post but not this one. 

"The X-Wing model is the original model used by Industrial Light and Magic (ILM), for special effects in the Stars Wars film and includes ILM's textures and shaders. The X-Wing alone is comprised of 30,000 polygons and the pilot has 4,000 polygons!"

"Director Tosti says the new Rogue Squadron flexes between 12,000 and 25,000 polys on its ships, 30,000 on terrains 13,000 on an AT-AT, and 3,000 on each Tie Fighter."

Human characters outside of a ship were 6,000-8,000 polygons.

 

 



The rEVOLution is not being televised

S.Peelman said:

fillet here above me is correct.

Comparing portable power to home console power is relative anyway. Of course a portable's power will not be on par with a full home console until a few generations later. Why? It doesn't need to be. It only needs to have an acceptable performance relative to it's screen size and be able to 'push polygons' as much as is noticeable on it's screen size.

The 3DS (and the Vita too) outperforms the Wii and GameCube only in this 'relative' sense, because it's hardware allows it to look better on it's small screen than the Wii does on a big screen.

That's it.


Quoting you for truth, too!  I'm playing The Last Story on a tiny HDTV and it looks like it's on par with an Xbox 360/PS3 game.  I even remember how awesome PS1 titles looked on that PS One LCD screen.  It was almost jaw dropping (at the time).  On their small screens, portable games look sensational.  If we get some sort of adapter that lets you play PSV or 3DS screens on a bigger screen, the shortcomings will become apparent (something that sorta happens already with the 3DS XL).  But, as they are, they are fantastic.



lilbroex said:

 http://image.gamespotcdn.net/gamespot/images/2009/196/reviews/958780_20090716_screen003.jpg

Dynamic lighitng from different sources with different intensities casting accurate shadows. That is no small effect.

 

Thats the point I was making. And Mario Galaxy 2 would like to say hello(used quite a bit of normal mapping as modders found out). Secondly, there is nothing really that complex about normal mapping.

The reason you don't see normal mapping in most Wii games isn't because its hard for the system to do, its  because its difficult to program with the TEV. I just showed you a game that outdid Revelations.

You are still omitting all of the other factors I pointed out and at the end of the day, Rebel Strike still did all of what you are pointing out in Revelatins plus lots more and that was for the GC.

I didn't just state my point. I backed it up with visual proof.

 

 

Revelations wasn't very detailed at all.

There's no realtime shadows in that first Darkside pic, it's all baked.

And I challenge you to point out where there's actual normal mapping in Galaxy 2. Until I see it I'm going to assume the modders in question are using "normal mapping" as an umbrella term for all forms of bumpmapping. (Galaxy 2 does have EMBM)

And there's an important difference between those two RE shots; the mapping in Revelations responds to realtime lighting, the stuff in Darkside doesn't.

The Wii is more powerful than the 3DS, but it's not as capable when it comes to more complex shaders like normal mapping.

(The PSP, of course, is far behind both)