Kaizar said:
curl-6 said:
Kaizar said:
curl-6 said:
Kaizar said:
Doesn't that mean that the Wii has 40 million triangles?
Well, I know the GPU clock speeds:
Gamecube = 194 MHz
Wii = 243 MHz
3DS = 400 MHz
Plus the Wii looks as small as the 3DS without its disc drive, so I find it hard to believe that the Wii with older Hardware at $250 could have better technology. Why wouldn't Nintendo use better technology in a newer $250 Hardware?
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http://en.wikipedia.org/wiki/Megahertz_myth
Clock speed isn't an accuarate mesaure of comparison between two architecturally disparate processors.
As to how they got more performance out of the Wii's older hardware, it's simple; the Wii is plugged into a power source and has space for air circulation and a fan; the 3DS has to make a small battery last for hours and remain cool in a cramped space with no fan.
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The Wii came out in 2006 at $250 to make a profit.
The 3DS came out in 2011 at $250 to make a profit.
The technology would be 32 times greater by 2011, and then you reduce the function for NO fan and 3 hour battery life.
The Tech would still be running greater at a fraction of what it's capable of.
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Where are you getting 32 from? Moore's law? Cos that only brings it to 6 times, which can be negated by size, temperature, and power constraints.
The specs you posted show lower polygon and pixel performance for 3DS. It has newer shader techniques, allowing it to produce effects like normal mapping more effectively than the Wii, but in raw power it's just not as strong. After all, it's a portable, and not one designed to push the limits of raw power like the Vita.
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Well, isn't it 2x2x2x2x2= 32?
Plus the GameCube specs says 6 to 12 million polygons.
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Moore's law is "double every two years." So that's two doubles over four years. Since 3DS was closer to 4 years after the Wii, not 5, that's a fourfold increase.
The Gamecube's numbers were underestimated as Factor 5 pushed 15 million at launch with Rogue Squadron 2, and 20 million with Rogue Squadron 3. And that's while also running tons of bumpmapping, self-shadowing, light scattering, etc. With a 50% speed bump for Wii, it should be capable of 30 million.