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Forums - Gaming - Wii Vs PS3/XBOX360 [Technicaly]

makingmusic476 said:
FJ-Warez said:
makingmusic476 said:
FJ-Warez said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:
Equates to the difference between these two:
And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.




Why are you comparing a 3rd person shooter vs a fighting game, at least GoW has fixed camera like SSBB... try to compare TP vs Uncharted or RE4 vs Uncharted (Both ports of the GC)... so far there isn't that kind of game in the Wii (Uncharted Gameplay)


It wouldn't make much difference. My comparison is already slanted towards the Wii considering the fact that fighters generally have much more detailed environments and character models than other genres given the small scale of the levels.


Yes it would, and then you get the less detailed level of SSBB (Well except for FInal Stage), and again look for some fighters games and you will se how they are not that detailed...(Mostly for preference for the battle vs the enviroment)


 Fighters are ALWAYS more detailed than other genres, particularly the character models.  Justlook at some Tekken 6 or Soul Calibyr IV screes and you'll see what I'm talking about.

And Mario from SSBB looks much more detailed than Mario from SMG. 


Look how detailed are the screens:

 

 

Tekken 6 doesn't look that detailed...



By me:

Made with Blender + LuxRender
"Since you can´t understand ... there is no point to taking you seriously."
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fazz said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:





Equates to the difference between these two:





And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.


Yeah, 720p at a much lower framerate

Also, I have much better examples:

 

vs.

 

and

 

If someone can't see the difference in geometry, shaders and textures, they're really blind.

Now, let's get technical. The Playstation 2 and the Gamecube (we'll start with the GC) had very different architecture that required deep analyzing to understand how they compared to each other. The PS2 had to resort in it's rather powerful CPU to overcome it's primitive GPU. Seeing that the GPU lacked MANY features that the Xbox and GC's GPU had, the CPU had to brute-force all of those tasks and therefore all of it's processing power was wasted.

First of all, let's go with RAM. The PS2 had 36MB to work with graphics while the Gamecube had just 27MB (yes, the other 16MB could only be used for audio/DVD-buffer). If the GC had less RAM, how could it had better textures, models and effects? Answer: The Gamecube had 6:1 S3 Texture Compression. This means that textures that would take 24MB on the PS2, would just take 4MB on the GC. So, effectively the GC had around 4X more memory for textures. Now with the Wii, that has an Unified Memory Architecture and can use all of it's 88MB of RAM for anything the developer wants, it would have around 12X more memory available for textures... and I'm not taking into account that the Wii's memory is much faster than the one in the Cube, if so the difference would've be much higher.

Oh, now that we're talking about RAM and seeing that some people love Wikipedia data so much, the Wii uses the very same GDDR3 RAM in the Xbox 360 in a (according to your beloved Wikipedia) 128 bit bus. The Wii's MEM-2 (that's the name of the GDDR3 in a game developing environment) can have as much bandwidth as the Xbox 360. That's 22GB per second. Are we being too generous with that piece of crap called the Wii? Ok, let's cut it in half the speed, ie 700Mhz effective. Now we have 11GB per second. That's over 3X the bandwidth on the Cube.

Want more? Everyone says "Wii's GPU is just an overclocked GC GPU!"... but wrong my little droogys. The Wii's GPU is radically different from the one in the Cube, more so that now it has been split in two chips :shock: If Nintendo had just used a process-reduced Flipper in the Wii, the chip would have taken less than 30% of the physical space than one of the chips in the package. Way to waste money on unused chip space Nintendo!... All sarcasm aside, we can assume that ATi has doubled the pixel pipelines, texture units, TEV units and/or embedded frame/texture bufers. Not to mention the TEV units have been improved to make them much more flexible and programmable, this to achieve advanced shader effects... that BTW the PS2 had none.


I'm not saying that the Wii isn't more powerful than the PS2.  It's much more powerful than the ps2.  I even said so in the first line of the post you quoted.  What I'm saying is that the difference between the ps3/360 and Wii is greater than the difference between the Wii and ps2.



FJ-Warez said:
makingmusic476 said:
FJ-Warez said:
makingmusic476 said:
FJ-Warez said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:
Equates to the difference between these two:
And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.




Why are you comparing a 3rd person shooter vs a fighting game, at least GoW has fixed camera like SSBB... try to compare TP vs Uncharted or RE4 vs Uncharted (Both ports of the GC)... so far there isn't that kind of game in the Wii (Uncharted Gameplay)


It wouldn't make much difference. My comparison is already slanted towards the Wii considering the fact that fighters generally have much more detailed environments and character models than other genres given the small scale of the levels.


Yes it would, and then you get the less detailed level of SSBB (Well except for FInal Stage), and again look for some fighters games and you will se how they are not that detailed...(Mostly for preference for the battle vs the enviroment)


Fighters are ALWAYS more detailed than other genres, particularly the character models. Justlook at some Tekken 6 or Soul Calibyr IV screes and you'll see what I'm talking about.

And Mario from SSBB looks much more detailed than Mario from SMG.


Look how detailed are the screens:

Tekken 6 doesn't look that detailed...


Tekken 6 doesn't look detailed when you choose low res screens that don't focus on the character models.

Straight from the Tekken 6 Japanese website:

 

Just look at the muscle definition on Jin. 



fazz said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:



Equates to the difference between these two:


And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.


Yeah, 720p at a much lower framerate

Also, I have much better examples:

 

vs.

 

and

 

If someone can't see the difference in geometry, shaders and textures, they're really blind.

Now, let's get technical. The Playstation 2 and the Gamecube (we'll start with the GC) had very different architecture that required deep analyzing to understand how they compared to each other. The PS2 had to resort in it's rather powerful CPU to overcome it's primitive GPU. Seeing that the GPU lacked MANY features that the Xbox and GC's GPUs had, the CPU had to brute-force all of those tasks and therefore all of it's processing power was wasted, nullifying it's advantage in processing power.

First of all, let's go with RAM. The PS2 had 36MB to work with graphics while the Gamecube had just 27MB (yes, the other 16MB could only be used for audio/DVD-buffer). If the GC had less RAM, how could it had better textures, models and effects? Answer: The Gamecube had 6:1 S3 Texture Compression. This means that textures that would take 24MB on the PS2, would just take 4MB on the GC. So, effectively the GC had around 4X more memory for textures. Now with the Wii, that has an Unified Memory Architecture and can use all of it's 88MB of RAM for anything the developer wants, it would have around 12X more memory available for textures... and I'm not taking into account that the Wii's memory is much faster than the one in the Cube, if so the difference would've be much higher.

Oh, now that we're talking about RAM and seeing that some people love Wikipedia facts so much, the Wii uses the very same GDDR3 RAM in the Xbox 360 in a (according to your beloved Wikipedia) 128 bit bus. The Wii's MEM-2 (that's the name of the GDDR3 in a game developing environment) can have as much bandwidth as the Xbox 360. That's 22GB per second. Are we being too generous with that piece of crap called the Wii? Ok, let's cut it in half the speed, ie 700Mhz effective. Now we have 11GB per second. That's over 3X the bandwidth on the Cube.

Want more? Everyone says "Wii's GPU is just an overclocked GC GPU!"... but wrong my little droogys. The Wii's GPU is radically different from the one in the Cube, more so that now it has been split in two chips :shock: If Nintendo had just used a process-reduced Flipper in the Wii, the chip would have taken less than 30% of the physical space than one of the chips in the package. Way to waste money on unused chip space Nintendo!... All sarcasm aside, we can assume that ATi has doubled the pixel pipelines, texture units, TEV units and/or embedded frame/texture bufers. Not to mention the TEV units have been improved to make them much more flexible and programmable, this to achieve advanced shader effects... that BTW the PS2 had none.

The bottom-line: The Wii is as far from the PS2, as the Xbox 360 from the Wii... but if you don't agree with me, you'll ignore everything I said above ;>

Fazz put this in the other thread if you haven't already. Nice job. What do you think about the differences between the ps2-wii and wii-hd consoles?

 

 



makingmusic476 said:
FJ-Warez said:
 


Look how detailed are the screens:

Tekken 6 doesn't look that detailed...


Tekken 6 doesn't look detailed when you choose low res screens that don't focus on the character models.

Straight from the Tekken 6 Japanese website:

 

Just look at the muscle definition on Jin. 


 There you, thats my point, enviroments are not the priority in the fighting games, but again,you love to compare a fighting game vs a 3dr person shooter game which has a more detailed envoriment...compare Uncharted vs Tekken and see how far are one of the other in the enviroment...



By me:

Made with Blender + LuxRender
"Since you can´t understand ... there is no point to taking you seriously."
Around the Network
makingmusic476 said:
fazz said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:

And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.


Yeah, 720p at a much lower framerate

Also, I have much better examples: 

vs. 

and

 

If someone can't see the difference in geometry, shaders and textures, they're really blind.

Now, let's get technical. The Playstation 2 and the Gamecube (we'll start with the GC) had very different architecture that required deep analyzing to understand how they compared to each other. The PS2 had to resort in it's rather powerful CPU to overcome it's primitive GPU. Seeing that the GPU lacked MANY features that the Xbox and GC's GPU had, the CPU had to brute-force all of those tasks and therefore all of it's processing power was wasted.

First of all, let's go with RAM. The PS2 had 36MB to work with graphics while the Gamecube had just 27MB (yes, the other 16MB could only be used for audio/DVD-buffer). If the GC had less RAM, how could it had better textures, models and effects? Answer: The Gamecube had 6:1 S3 Texture Compression. This means that textures that would take 24MB on the PS2, would just take 4MB on the GC. So, effectively the GC had around 4X more memory for textures. Now with the Wii, that has an Unified Memory Architecture and can use all of it's 88MB of RAM for anything the developer wants, it would have around 12X more memory available for textures... and I'm not taking into account that the Wii's memory is much faster than the one in the Cube, if so the difference would've be much higher.

Oh, now that we're talking about RAM and seeing that some people love Wikipedia data so much, the Wii uses the very same GDDR3 RAM in the Xbox 360 in a (according to your beloved Wikipedia) 128 bit bus. The Wii's MEM-2 (that's the name of the GDDR3 in a game developing environment) can have as much bandwidth as the Xbox 360. That's 22GB per second. Are we being too generous with that piece of crap called the Wii? Ok, let's cut it in half the speed, ie 700Mhz effective. Now we have 11GB per second. That's over 3X the bandwidth on the Cube.

Want more? Everyone says "Wii's GPU is just an overclocked GC GPU!"... but wrong my little droogys. The Wii's GPU is radically different from the one in the Cube, more so that now it has been split in two chips :shock: If Nintendo had just used a process-reduced Flipper in the Wii, the chip would have taken less than 30% of the physical space than one of the chips in the package. Way to waste money on unused chip space Nintendo!... All sarcasm aside, we can assume that ATi has doubled the pixel pipelines, texture units, TEV units and/or embedded frame/texture bufers. Not to mention the TEV units have been improved to make them much more flexible and programmable, this to achieve advanced shader effects... that BTW the PS2 had none.


I'm not saying that the Wii isn't more powerful than the PS2. It's much more powerful than the ps2. I even said so in the first line of the post you quoted. What I'm saying is that the difference between the ps3/360 and Wii is greater than the difference between the Wii and ps2.


Explain why my friend.

And while we're at it, let's post a first-gen PS2 game:

Done by no others than the graphics pioneers at Squaresoft  



Two thoughts.

1. I don't care what the lead platform is for the Sonic game so long as (1) it comes out for the Wii and (2) is actually good.

2. There is a difference in detail and lighting between the GC and the Wii. I realized this when I pulled out SSBM (GC) after playing SSBB (Wii). I saw the same thing in the GT video. The basics are not much better. The difference is in the details.

Mike from Morgantown

PS -- Remember, the GC had more power than the PS2.



      


I am Mario.


I like to jump around, and would lead a fairly serene and aimless existence if it weren't for my friends always getting into trouble. I love to help out, even when it puts me at risk. I seem to make friends with people who just can't stay out of trouble.

Wii Friend Code: 1624 6601 1126 1492

NNID: Mike_INTV

fazz said:
makingmusic476 said:
fazz said:
makingmusic476 said:
Guys, the Wii is quite a bit more powerful than the ps2. However, you can't say that the difference between these two:

And let's not forget that GoW2 had much larger environments than SSBB, and could be played in 720p.


Yeah, 720p at a much lower framerate

Also, I have much better examples:

vs.

and

 

If someone can't see the difference in geometry, shaders and textures, they're really blind.

Now, let's get technical. The Playstation 2 and the Gamecube (we'll start with the GC) had very different architecture that required deep analyzing to understand how they compared to each other. The PS2 had to resort in it's rather powerful CPU to overcome it's primitive GPU. Seeing that the GPU lacked MANY features that the Xbox and GC's GPU had, the CPU had to brute-force all of those tasks and therefore all of it's processing power was wasted.

First of all, let's go with RAM. The PS2 had 36MB to work with graphics while the Gamecube had just 27MB (yes, the other 16MB could only be used for audio/DVD-buffer). If the GC had less RAM, how could it had better textures, models and effects? Answer: The Gamecube had 6:1 S3 Texture Compression. This means that textures that would take 24MB on the PS2, would just take 4MB on the GC. So, effectively the GC had around 4X more memory for textures. Now with the Wii, that has an Unified Memory Architecture and can use all of it's 88MB of RAM for anything the developer wants, it would have around 12X more memory available for textures... and I'm not taking into account that the Wii's memory is much faster than the one in the Cube, if so the difference would've be much higher.

Oh, now that we're talking about RAM and seeing that some people love Wikipedia data so much, the Wii uses the very same GDDR3 RAM in the Xbox 360 in a (according to your beloved Wikipedia) 128 bit bus. The Wii's MEM-2 (that's the name of the GDDR3 in a game developing environment) can have as much bandwidth as the Xbox 360. That's 22GB per second. Are we being too generous with that piece of crap called the Wii? Ok, let's cut it in half the speed, ie 700Mhz effective. Now we have 11GB per second. That's over 3X the bandwidth on the Cube.

Want more? Everyone says "Wii's GPU is just an overclocked GC GPU!"... but wrong my little droogys. The Wii's GPU is radically different from the one in the Cube, more so that now it has been split in two chips :shock: If Nintendo had just used a process-reduced Flipper in the Wii, the chip would have taken less than 30% of the physical space than one of the chips in the package. Way to waste money on unused chip space Nintendo!... All sarcasm aside, we can assume that ATi has doubled the pixel pipelines, texture units, TEV units and/or embedded frame/texture bufers. Not to mention the TEV units have been improved to make them much more flexible and programmable, this to achieve advanced shader effects... that BTW the PS2 had none.


I'm not saying that the Wii isn't more powerful than the PS2. It's much more powerful than the ps2. I even said so in the first line of the post you quoted. What I'm saying is that the difference between the ps3/360 and Wii is greater than the difference between the Wii and ps2.


Explain why my friend.

And while we're at it, let's post a first-gen PS2 game:

 

Done by no others than the graphics pioneers at Squaresoft


You chose that craptastic game to show off the ps2?  Yet you use 1st party Nintendo titles to show of the Wii?

GT3, released less than a year after the ps2 came out in Japan:

Compared to MK Wii, a Nintendo title, released a year and a half after the Wii came out:

Compared to GT5P, released a year after the ps3 came out in Japan:

 

That is why, my friend. 



I got a question for people who deny ps2-wiis difference = wii- hd console difference. Could this be more to your liking dreamcast-wii's difference=wii-hd console difference.



FJ-Warez said:
makingmusic476 said:
FJ-Warez said:
 


Look how detailed are the screens:

Tekken 6 doesn't look that detailed...


Tekken 6 doesn't look detailed when you choose low res screens that don't focus on the character models.

Straight from the Tekken 6 Japanese website:

Just look at the muscle definition on Jin.


There you, thats my point, enviroments are not the priority in the fighting games, but again,you love to compare a fighting game vs a 3dr person shooter game which has a more detailed envoriment...compare Uncharted vs Tekken and see how far are one of the other in the enviroment...


You have to look at the pictures as a whole.  You can't just compare environments, because that's not fair.  You have to compare environments, character models, etc.  SSBB should have excellent character models since it's a fighter, and it does compared to other Wii games.  However they are nothing in comparison to Uncharted's character models, and Uncharted has excellent environments in addition to that.