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Forums - Nintendo - Why did the Gamecube fail?

IcaroRibeiro said:
Dulfite said:

Yeah because it had a DVD player and people bought it like crazy just to use that. Just like PS3, I knew people that didn't even game that bought it just to have a blue ray played.

Does anyone buy smartphones to make calls these days? I don't see the problem in using a console as DVD player

Of course, I make calls on it. it's a phone. I talk several times a day on it. I also watch TV on my TV.



Bite my shiny metal cockpit!

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I remember I owned a GC back when it was a current console. My family couldn't afford to get me any console so I actually won the GC on a raffle after a Melee Tournament, lol.

It had some really good games, my personal favorite is Eternal Darkness (a damn shame it isn't on any modern console to this day), one of the best horror games I've ever played along with the REmake which also ranks highly in there. But I do remember that aside from that, it seemed like the PS2 was just the place to be or the "console to have". As someone who loved MGS and the FF titles on the PS1, I dreamed of playing their sequels on the PS2 and I had a blast when I finally did.

Also, GC memory cards sucked!



IcaroRibeiro said:
Dulfite said:

Yeah because it had a DVD player and people bought it like crazy just to use that. Just like PS3, I knew people that didn't even game that bought it just to have a blue ray played.

Does anyone buy smartphones to make calls these days? I don't see the problem in using a console as DVD player

There isn't a problem or anything wrong with it. But because the GameCube didn't have a DVD player, it didn't get the advantage that the PS2 (or 3) did by getting casual movie watches to buy their device just for that.



curl-6 said:
Pemalite said:

The Xbox had 8 texture mapping units. It's Geforce 3/4 derived. It can match the Gamecube on this front.

Though the OG Xbox can handle larger textures due to it's higher system bandwidth and system memory capacity... The Cube had the texture cache and 1T-SRAM to make up some of that difference and can simply sample more textures and layer them appropriately in real time.
Star Wars definitely showcases this advantage for the Gamecube to a great extent.

Definitely. The Gamecube's TEV meant it was a texturing powerhouse, no doubt... And the games showcased that.
But for compute it was a no contest, this was simply one of nVidia's big key strengths at the time, no one would approach nVidia on this front (And we aren't talking raw specs here, but real-world capability) until ATI brought out the Radeon 9700 years later once the 7th generation was underway.

The Xbox being built on PC technology had a more 7th-gen hardware design which emphasized shaders and compute to pull off effects like deferred rendering in Shrek (Something that hit it big with Battlefield 3 during the 7th gen)...

And Ray Tracing in Conker: Live and Reloaded. (Global Illumination.)
In Conker if the normal looks towards the ground, the engine would shoot a single ray from the sky towards the ground and do collision detection with colour encoding calculations performed on the vertices.
Result was the ability for the engine to seamlessly do colour shifting between scenes.

Obviously Conkers implementation of Ray Tracing is rudimentary as it's only running on 6th gen hardware, but hard to ignore the benefits it brought forward.

Since then Ray Tracing has only become more intricate, demanding and impressive.
Conker and Shrek though are probably two of my favorite games that showcases the foundations of the main technologies we rely on today and which define current games and rendering approaches.

It was really forward looking hardware.

Yeah I replayed Conker Live and Reloaded on the Xbox just this month and it looks insanely good for a 6th gen game.

What would you say were the most graphically advanced games on the Gamecube?

Definitely the Star Wars Rogue Squadron games, that texture work and draw distance was damn impressive.

Resident Evil 4, Twilight Princess and the Metroid Prime games had some fantastic levels of detail and texture work.
Metroid Prime definitely had very intricate levels of geometry which made the worlds feel more alive.

I hope they all get remastered/remade for the Switch at some point, I think they have aged really well for 6th generation titles.




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Leynos said:
Starfox Adventures. Rare were tech wizards back then.

Didn't have a thing on Factor 5 (Star Wars: Rogue Squadron)



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Pemalite said:
curl-6 said:

Yeah I replayed Conker Live and Reloaded on the Xbox just this month and it looks insanely good for a 6th gen game.

What would you say were the most graphically advanced games on the Gamecube?

Definitely the Star Wars Rogue Squadron games, that texture work and draw distance was damn impressive.

Resident Evil 4, Twilight Princess and the Metroid Prime games had some fantastic levels of detail and texture work.
Metroid Prime definitely had very intricate levels of geometry which made the worlds feel more alive.

I hope they all get remastered/remade for the Switch at some point, I think they have aged really well for 6th generation titles.

Yeah I remember being floored by Rogue Squadron II and III back in the day with their high-poly ships, bumpmapping, self-shadowing, tons of light sources, bloom, explosions and debris, volumetric fog, etc.

Have you played/seen Starfox Adventures? It seems to share a lot in common with Conker on Xbox, being made by the same team a few years earlier. had some really great fur shaders and water effects at 60fps.

Last edited by curl-6 - on 14 October 2020

Another forum I frequent they test the PPS on 6th gen console minus Xbox. I believe Rogue II pushed Gamecube the most at 9 million PPS.



Bite my shiny metal cockpit!

Compared to the PS2 and Xbox, it was seen as the childish, outdated platform. It was a purple lunchbox shaped console with no DVD playback, no online support, and less games than the competition. It didn't help matters that Nintendo took several of their series in unpopular directions either. Wind Waker ended up being a great game, but it was lambasted for its art style upon reveal. Mario Sunshine wasn't as polished as it should've been, F-Zero GX was too fast for some, Star Fox went off the rails, and not everyone was a fan of Pikmin. Really, if it wasn't for Melee and Double Dash, most people would've had no use for a GameCube.



Leynos said:
Another forum I frequent they test the PPS on 6th gen console minus Xbox. I believe Rogue II pushed Gamecube the most at 9 million PPS.

I can't find a source still live today, but I remember reading back in the day that Factor said they hit 20 million polygons per second in Rogue Squadron III.



curl-6 said:
Leynos said:
Another forum I frequent they test the PPS on 6th gen console minus Xbox. I believe Rogue II pushed Gamecube the most at 9 million PPS.

I can't find a source still live today, but I remember reading back in the day that Factor said they hit 20 million polygons per second in Rogue Squadron III.

Maybe untextured and no logic or lighting and such but otherwise no.  Not in-game.



Bite my shiny metal cockpit!