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Forums - Nintendo - VD-Dev "pushing the 3DS to its limits"

curl-6 said:
oni-link said:

hmmm...I didn't notice any framerate issues with the 3DS version of DKCR, and thought the 3DS screen made the game sharper than the Wii version.  The lighting I presumed was due to deadline issues rather than hardware as the 3DS is essentially as powerful as the Wii with shaders, textures and effects equal to that of the X360 due to a more  modern GPU.

It's not so much framerate issues as it still runs solidly, but it runs at 30fps where the Wii version was 60fps.

3DS does have better shaders than Wii, but a lower polygon count.


I didn't realize that the 3DS was pushing less than the Wii in terms of polygon count!!!  It sure doesn't seem like it on games like RE:R, Kid Icarus and even Luigi's Mansion.  But then the Wii was never pushed to it's potential...even by Nintendo!!!



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oni-link said:
curl-6 said:
oni-link said:

hmmm...I didn't notice any framerate issues with the 3DS version of DKCR, and thought the 3DS screen made the game sharper than the Wii version.  The lighting I presumed was due to deadline issues rather than hardware as the 3DS is essentially as powerful as the Wii with shaders, textures and effects equal to that of the X360 due to a more  modern GPU.

It's not so much framerate issues as it still runs solidly, but it runs at 30fps where the Wii version was 60fps.

3DS does have better shaders than Wii, but a lower polygon count.


I didn't realize that the 3DS was pushing less than the Wii in terms of polygon count!!!  It sure doesn't seem like it on games like RE:R, Kid Icarus and even Luigi's Mansion.  But then the Wii was never pushed to it's potential...even by Nintendo!!!

Wii was a lot more capable than most people thought, because it was never maxed out. Only Factor 5 ever figured out how to get the most out of the TEV graphics system Wii and Gamecube used, and they didn't make any games for Wii.

This is what they pulled off in a launch title on the Gamecube, a system with less than half the RAM and only 2/3 the processing speed of Wii.

We can only imagine what they might have been able to accomplish on Wii, sadly.



oni-link said:
curl-6 said:
oni-link said:

hmmm...I didn't notice any framerate issues with the 3DS version of DKCR, and thought the 3DS screen made the game sharper than the Wii version.  The lighting I presumed was due to deadline issues rather than hardware as the 3DS is essentially as powerful as the Wii with shaders, textures and effects equal to that of the X360 due to a more  modern GPU.

It's not so much framerate issues as it still runs solidly, but it runs at 30fps where the Wii version was 60fps.

3DS does have better shaders than Wii, but a lower polygon count.


I didn't realize that the 3DS was pushing less than the Wii in terms of polygon count!!!  It sure doesn't seem like it on games like RE:R, Kid Icarus and even Luigi's Mansion.  But then the Wii was never pushed to it's potential...even by Nintendo!!!


Think of the 3DS as a portable DreamCast when it comes to polygons with, as curl said, modern shaders

 



curl-6 said:

Wii was a lot more capable than most people thought, because it was never maxed out. Only Factor 5 ever figured out how to get the most out of the TEV graphics system Wii and Gamecube used, and they didn't make any games for Wii.

This is what they pulled off in a launch title on the Gamecube, a system with less than half the RAM and only 2/3 the processing speed of Wii.

We can only imagine what they might have been able to accomplish on Wii, sadly.

For me, Starfox Adventures was one of the best lookers on GameCube. Amazing grahics and again, 60fps.

I really don't know why very little came out for Wii that at least looked on a par :(

Dreamcast sounds about right for 3DS once you factor in the stereoscopic output. I reckon 3DS would be capable of closer to PS2 stuff if a game was purely 2D on it.



RIP Dad 25/11/51 - 13/12/13. You will be missed but never forgotten.

curl-6 said:
oni-link said:
curl-6 said:
oni-link said:

hmmm...I didn't notice any framerate issues with the 3DS version of DKCR, and thought the 3DS screen made the game sharper than the Wii version.  The lighting I presumed was due to deadline issues rather than hardware as the 3DS is essentially as powerful as the Wii with shaders, textures and effects equal to that of the X360 due to a more  modern GPU.

It's not so much framerate issues as it still runs solidly, but it runs at 30fps where the Wii version was 60fps.

3DS does have better shaders than Wii, but a lower polygon count.


I didn't realize that the 3DS was pushing less than the Wii in terms of polygon count!!!  It sure doesn't seem like it on games like RE:R, Kid Icarus and even Luigi's Mansion.  But then the Wii was never pushed to it's potential...even by Nintendo!!!

Wii was a lot more capable than most people thought, because it was never maxed out. Only Factor 5 ever figured out how to get the most out of the TEV graphics system Wii and Gamecube used, and they didn't make any games for Wii.

This is what they pulled off in a launch title on the Gamecube, a system with less than half the RAM and only 2/3 the processing speed of Wii.

We can only imagine what they might have been able to accomplish on Wii, sadly.

I love my GCN as much as the next Nintendo fanboy but I really don't see what all the hubub was about with F5?  I thought that RS was ok visually...still not the best games for the GCN; that honor I give to MP 1 &2 as well as SSBM!!!  Both those games have already been trounced by many games in the 3DS (RE:R just like you said looks almost like a X360 game, LM:DM, KH:3D crushes the PSP versions visually, and DKCR etc).



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going back to the thread topic; I wouldn't be surprised if VD-Dev is able to pull out Gears of War type graphics on this little guys as RE:R and others I mention does show this little portable has spunk!!!



MikeRox said:
curl-6 said:

Wii was a lot more capable than most people thought, because it was never maxed out. Only Factor 5 ever figured out how to get the most out of the TEV graphics system Wii and Gamecube used, and they didn't make any games for Wii.

This is what they pulled off in a launch title on the Gamecube, a system with less than half the RAM and only 2/3 the processing speed of Wii.

We can only imagine what they might have been able to accomplish on Wii, sadly.

For me, Starfox Adventures was one of the best lookers on GameCube. Amazing grahics and again, 60fps.

I really don't know why very little came out for Wii that at least looked on a par :(

Because with the Gamecube several very technically talented devs set out to push its limits. Barely any devs even tried to push the Wii.



To quote my husband 'the term pushing to the limits' being used to suggest a game is good is like saying a lard filled burger is good because it makes you full'

I.e. a memory leak or simple process loop can push a system to it's limits, doesn't mean its good.



oni-link said:
curl-6 said:
oni-link said:
curl-6 said:
oni-link said:

hmmm...I didn't notice any framerate issues with the 3DS version of DKCR, and thought the 3DS screen made the game sharper than the Wii version.  The lighting I presumed was due to deadline issues rather than hardware as the 3DS is essentially as powerful as the Wii with shaders, textures and effects equal to that of the X360 due to a more  modern GPU.

It's not so much framerate issues as it still runs solidly, but it runs at 30fps where the Wii version was 60fps.

3DS does have better shaders than Wii, but a lower polygon count.


I didn't realize that the 3DS was pushing less than the Wii in terms of polygon count!!!  It sure doesn't seem like it on games like RE:R, Kid Icarus and even Luigi's Mansion.  But then the Wii was never pushed to it's potential...even by Nintendo!!!

Wii was a lot more capable than most people thought, because it was never maxed out. Only Factor 5 ever figured out how to get the most out of the TEV graphics system Wii and Gamecube used, and they didn't make any games for Wii.

This is what they pulled off in a launch title on the Gamecube, a system with less than half the RAM and only 2/3 the processing speed of Wii.

We can only imagine what they might have been able to accomplish on Wii, sadly.

I love my GCN as much as the next Nintendo fanboy but I really don't see what all the hubub was about with F5?  I thought that RS was ok visually...still not the best games for the GCN; that honor I give to MP 1 &2 as well as SSBM!!!  Both those games have already been trounced by many games in the 3DS (RE:R just like you said looks almost like a X360 game, LM:DM, KH:3D crushes the PSP versions visually, and DKCR etc).

F5's Rogue Squadron games on GCN pushed more complex effects than the Metroid Prime games, like normal mapping, self-shadowing, and light scattering. SSBM is way behind both.

3DS does even more advanced shaders thanks to its more modern GPU, but its poly count tops out at around 15 million, while Rogue Squadron 3 did 20 million on GCN. (Meaning that with a 50% increase, Wii should have been capable of 30 million)

I'm really interested to see how far VD-Dev can push 3DS.



VD-Dev ! What team is and where are from? anybody know??