curl-6 said:
| Pemalite said: Where Nintendo's strengths lay is that it generally didn't pursue hyper-realistic graphics, so it's games tended to age better, even if they were technically inferior.
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Nintendo themselves did tend to, yeah, but I still feel we got some amazing looking "realistic" graphics on Gamecube from others that leveraged the hardware's strengths really well, like RE4 with its very high polygon models and superb effects work, and the Rogue Squadron games with their deluge of shaders, particles, and light sources at 60fps. |
The thing with games like Resident Evil 4... Is that if it was ported to say... The OG Xbox, the pixel shaders could have been put to work to increase visual fidelity.
Even when the game got ported to the PS2, the visual quality hit wasn't catastrophically massive, which lent credence to the art direction over technical prowess that drove that titles visual makeup.
Rogue Squadron was very impressive, it didn't use shaders... Rather it combined textures to "simulate" shader effects.
As the game was, it wouldn't have been possible to run it on any other platform, but if they reworked the engine and relied on Pixel shaders instead, there wouldn't have been any logical reason why it couldn't have looked even better, especially from a lighting perspective if they built a deferred render like Shrek or leveraged a cone ray traced light bounce like conker.
Plus the OG Xbox had more Ram, so it could fit more textures... Plus superior texture compression to make better use of it's memory pool.