freebs2 said:
You can't really compare low-res images made to be seen on 3.6 inch screen with standard images, when you look at it on the console, many details of SM3DL actually look more crisp than on galaxy. But really that's not even the point, Galaxy was graphic wonder for the Wii, but you would never see normal games looking even close to galaxy in terms of shading and texture quality, while on 3DS you can see higher res textures and good shader effects in a lot of games, this could mean on 3DS it's easier to developers to use such graphic effects in their games (but I'm not a developer I can't know for sure of course), this alone makes the 3DS hardware better from this point of view, imo. |
You can't simply omit factors when comparing systems just because you think they are not fair. There is no fair or not fair when comparing capabilities. All factors make a difference in performance. I mean, what kind of logic is that? Omit everthing about one system that is worse than another and then only compare things that aren't? How exactly are you comparing the systems then?
You can't see MG2 level shading on the 3DS at all. The shading capabilities on the 3DS are equal to shader modal 1.1. The GC and Wii's shading capabilities were far above that in potential. Most devs simply didn't invest the time and money needed to implement them in their game.
Using a standardized shader like the 3DS eats way more resource than using a TEV or other old technology. Its a trade off for system performance and ease of proggramability for the developers. You would have to be a well seasoned programmer like myself to understand this fully though.
Its like win Keiji Inafune said that he wanted to make a version of Rockman 9 for the NES but the technology has been lost. The old games were about 800KBin size. Megaman 9 is 20MB in size. There is no way that could fit on a Famicom disc. You have to understand tech before you can compare it.











