| SHMUPGurus said: I just hope it's going to run at 60fps. Below that is just... Ugggh... Especially with the Wii controls where you need lots of precision. |

| SHMUPGurus said: I just hope it's going to run at 60fps. Below that is just... Ugggh... Especially with the Wii controls where you need lots of precision. |

Far Cry 2 Resident Evil 5 and GTA 4 will all now be possible for the Wii with this new Quantum 3 graphics engine
| Rock_on_2008 said: Far Cry 2 Resident Evil 5 and GTA 4 will all now be possible for the Wii with this bew Quantum 3 graphics engine |
lolololz
Watching the atrocious screenies from Alone in the Dark Wii is getting more and more comical to me, how can Atari be such terrible Wii dev's? And look at RE 4 Wii as well, there's just no excuse for making a game on par with Half-Life 1 in this day and age (yes, its almost that bad).
| Mummelmann said: Watching the atrocious screenies from Alone in the Dark Wii is getting more and more comical to me, how can Atari be such terrible Wii dev's? And look at RE 4 Wii as well, there's just no excuse for making a game on par with Half-Life 1 in this day and age (yes, its almost that bad). |
No wonder Atari exited the console business years ago. Anyway Atari will soon be gone completely. Now with Phil Harrison at Atari.
If.....
That+good game+good framerate=I'm getting Wii
Well, okay, here's what I saw:
Impressive lighting and shadows, some decent reflections.
Generally impressive water with good refractions.
About, say, 40% of the texture work was very detailed and impressive, about half of it was unimpressive. The remainder was downright terrible. Crude even.
Everything was too low-poly. Good textures can hide some sharp polygonal edges, and can even make a low-poly character or object look much more detailed. But some of these things were way too low poly, which is a little disturbing. It's somewhat confusing why, at one point, the camera focused on the base of a pillar that had to be no more than a hexagon or octagon in it's overall "roundness" which was blatantly obvious. At this point (about 2:17), the texture looked flat and completely failed to hide the sharp polygonal edges, despite the fact that the lighting and shadows looked pretty good. If something is too low-poly, no amount of fancy texture will hide it.
However, as a whole, the texture detail was good and the lighting and shadow effects on the textures were good, and the demo does show some real promise. Too bad they didn't have a heavily detailed animated character walking through there to give us an idea of what kind of detail the engine can offer for them. And no, the little fish in the water doesn't count.
| Resident_Hazard said: Well, okay, here's what I saw: Impressive lighting and shadows, some decent reflections. Generally impressive water with good refractions. About, say, 40% of the texture work was very detailed and impressive, about half of it was unimpressive. The remainder was downright terrible. Crude even. Everything was too low-poly. Good textures can hide some sharp polygonal edges, and can even make a low-poly character or object look much more detailed. But some of these things were way too low poly, which is a little disturbing. It's somewhat confusing why, at one point, the camera focused on the base of a pillar that had to be no more than a hexagon or octagon in it's overall "roundness" which was blatantly obvious. At this point (about 2:17), the texture looked flat and completely failed to hide the sharp polygonal edges, despite the fact that the lighting and shadows looked pretty good. If something is too low-poly, no amount of fancy texture will hide it. However, as a whole, the texture detail was good and the lighting and shadow effects on the textures were good, and the demo does show some real promise. Too bad they didn't have a heavily detailed animated character walking through there to give us an idea of what kind of detail the engine can offer for them. And no, the little fish in the water doesn't count. |
It was an engine demo, not the demo for an actual game. Those tend to have low polygons and texturing. Why, because those aren't the focus of the demo, the effects are, so having flashy textures would draw away from the real-time effects they were showing.
Also, the engine wasn't an animation engine either, so adding a fully animated character would have been pointless.
What a crock. Objectively, the detail of RE4 is way ahead of HL1. That's not a subjective opinion. The detail numbers make it quite clear.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs
It looks promising, hopes to get aplied to future games, like the next Zelda
SSBB FC: 5155 2671 4071 elgefe02: "VGChartz's Resident Raving Rabbit" MKWii:5155-3729-0989