curl-6 said:
spemanig said:
You don't need to put it another way. I understand what you're saying. TP still looks graphically superior to SF0. An upresed GCN game with new textures looks more graphically capable than SF0 does, and Assault would look even better. It's not inaccurate and it's not hyperbole. It looks like a game designed for the gamecube, and less in some cases, and then given a very rough HD era spit shine.
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The use of pixel shaders very clearly separate GCN and PS3/360, and Zero clearly falls into the latter category.
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Gamecube could do Pixel shading in a way and thus so could the Wii.
For instance "Bloom" is often used in Gamecube and Wii Games.
Remember Factor 5's comment that the Gamecube *could* technically achieve everything that the Original Xbox could achieve, pixel shading included... The difference is, your approach *would* have to be custom because of TEV. - And chances are you would require multiple passes.
Only a few games would thus use it to any great degree. (I.E. Rogue Squadron.)
Granted you aren't going to get Xbox 360/Playstation 3/Wii U levels of shaders on a gamecube... And even Xbox 360 games there is a VAST difference between launch titles and end of the generation titles in terms of shader complexity, allot of the early games had shaders that *could* have been done on the prior generation they were that simple.
curl-6 said:
Gamecube cannot do HD
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Gamecube can render in HD. It just cannot output HD, because it doesn't have the interface to do so.
curl-6 said:
I own the Rogue Squadron games; they look nothing like this when running on actual GCN/Wii hardware.
Don't get me wrong, they are technological masterpieces for their time and arguably the most graphically advanced games on the 6th generation, but running them on Dolphin with a bunch of graphical upgrades doesn't represent how the original games look.
Still incredibly impressive for 2001 hardware, mind you, but what quite the same as what Dolphin would have us believe.
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The point is... A game that is only slightly "touched up" (Despite being a decade+ old) can be competitive to StarFox Zero.
curl-6 said:
Flat textures with no normal maps at all. GCN's fixed function graphics pipeline lacked programmable pixel shaders, so its ability to do normal mapping was extremely limited.
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The Gamecube could do normal mapping just fine in hardware, it's supported.
https://en.wikipedia.org/wiki/Nintendo_GameCube_technical_specifications
The issue with the Gamecube was that most of it's game library was ports from other platforms and Nintendo hasn't really been known to push hardware to it's absolute limit.
We did see a heavier use of Normal Mapping in the Wii though. (Which is derived from the Gamecube's hardware.)