| Legend11 said: You should take a look at the link I posted. |
I have read it before, they base their comparisons between the systems on assumptions which may or may not be true ...
| Legend11 said: You should take a look at the link I posted. |
I have read it before, they base their comparisons between the systems on assumptions which may or may not be true ...
>First piece of trash to debunk.
>"wii is only as strong as the Xbox"
That's what at least one developer has said on record who has made games for both the Wii and Xbox 1. He belongs to a third party and made the comments in an interview about the Wii game they had coming.
>Gamecube was equivilent to the Xbox, Some devs say better Some say worse
LOL, show me any developer who said the Gamecube was more powerful.
>The Wii is approximately 1.5 to 2.5 times as strong as the Gamecube - Hence the Wii is Stronger than the Xbox.
Where are you getting your numbers from? The reason I ask is because I made a thread before comparing the Xbox 360 specs to the Wii and people jumped all over my post saying that Nintendo hasn't released any information about the processor, etc.
>Second "Wii's SD Graphics will be irrelevant in 2 years"
There will still be a lot of SD tvs in 2 years and people who own the Wii don't seem to mind it's graphics.
| Legend11 said: >Gamecube was equivilent to the Xbox, Some devs say better Some say worse LOL, show me any developer who said the Gamecube was more powerful. |
I already provided the documentation
XBOX LIVE Gamertag: QuantumTarntno
Crackdown - Enchanted Arms - Oblivion - Samurai Warriors 2 - GRAW - GRAW2 -Lost Planet - Guitar Hero 2 - Star Trek Legacy - Double Agent - WWE 2007
Wii 4237-4425-6442-7626
Mario Party 8 - Rayman Raving Rabbids - Excite Truck - Zelda: Twilight Princess - Godfather - Wii Play
HappySqurriel said:
I have read it before, they base their comparisons between the systems on assumptions which may or may not be true ... |
Ok I guess ths is leading avenue of discussion is leading nowhere so I'll ask you another question. If they were close in power why did every cross platform game look better on the Xbox? Why were some *significantly* better like Tom Clancy's Splinter Cell Chaos Theory. I mean everyone has heard how easy it was to develop for the Gamecube so why did all those games look better on the Xbox?
| Legend11 said: >First piece of trash to debunk. >"wii is only as strong as the Xbox" That's what at least one developer has said on record who has made games for both the Wii and Xbox 1. He belongs to a third party and made the comments in an interview about the Wii game they had coming.
>Gamecube was equivilent to the Xbox, Some devs say better Some say worse LOL, show me any developer who said the Gamecube was more powerful.
>The Wii is approximately 1.5 to 2.5 times as strong as the Gamecube - Hence the Wii is Stronger than the Xbox. Where are you getting your numbers from? The reason I ask is because I made a thread before comparing the Xbox 360 specs to the Wii and people jumped all over my post saying that Nintendo hasn't released any information about the processor, etc.
>Second "Wii's SD Graphics will be irrelevant in 2 years" There will still be a lot of SD tvs in 2 years and people who own the Wii don't seem to mind it's graphics. |
Since you didn't read the thread, I will repeat my earlier quote:
"Julian Eggebrecht: Maybe without going into too much detail, we don’t think there is anything visually you could do on X-Box (or PS2) which can’t be done on GameCube. I have read theories on the net about Flipper not being able to do cube-mapped environment maps, fur shading, self-shadowing etc... That’s all plain wrong. Rogue does extensive self-shadowing and both cube-maps and fur shading are not anymore complicated to implement on GameCube than on X-Box. You might be doing it differently, but the results are the same. When I said that X-Box and GameCube are on par power-wise I really meant it. "
HappySqurriel said:
>>Being that the main enhancements in GPUs over the past 5 years has been in shader technology many people would see the Wii's GPU as less advanced or less powerful than the XBox but this is incorrect; in what it does (multi-textured polygons) the Wii can eat the XBox alive.
| HappySqurriel said: The TEV is quite a bit different from a conventional shader that is used in the XBox (or XBox 360 or PS3) but it can perform many of the same operations ... "Julian Eggebrecht: He was probably referring to the TEV pipeline. Imagine it like an elaborate switchboard that makes the wildest combinations of textures and materials possible. The TEV pipeline combines up to 8 textures in up to 16 stages in one go. Each stage can apply a multitude of functions to the texture - obvious examples of what you do with the TEV stages would be bump-mapping or cel-shading. The TEV pipeline is completely under programmer control, so the more time you spend on writing elaborate shaders for it, the more effects you can achieve. We just used the obvious effects in Rogue Leader with the targeting computer and the volumetric fog variations being the most unusual usage of TEV. In a second generation game we’ll obviously focus on more complicated applications." Anyways, just to add more to my initial argument for Kwaad: "Julian Eggebrecht: Maybe without going into too much detail, we don’t think there is anything visually you could do on X-Box (or PS2) which can’t be done on GameCube. I have read theories on the net about Flipper not being able to do cube-mapped environment maps, fur shading, self-shadowing etc... That’s all plain wrong. Rogue does extensive self-shadowing and both cube-maps and fur shading are not anymore complicated to implement on GameCube than on X-Box. You might be doing it differently, but the results are the same. When I said that X-Box and GameCube are on par power-wise I really meant it. "
|
Here's how the TEV works:
There is one pipeline that can handle up to 16 texels. This is a significant departure from the standard pipeline configuration of most nVidia and ATI chips.
The XBox1 gpu had 4 pipelines that could render 4 texels each. If a pixel had 4 layers, one pipeline could process it all in one clock cycle. If it had 5, it needed two clock cycles. If you had 4 pixels, each with 4 layers, it could render that in one cycle. If you had 1 pixel with 2 layers, 1 with 4 layers, one with 2 layers and another with 5, it would do the first 3 in one cycle, but have to process the last one in two. If you had 16 pixels with only 1 layer, it would take 4 clock cycles to process them all.
Here's a breakdown:
Scenario A) Pixel 1(4 layers) + Pixel 2(4 layers) + Pixel 3(4 layers) + Pixel 4(4 layers) = 1 clock cycle (16 layers)
Scenario B) Pixel 1(2 layers) + Pixel 2(4 layers) + Pixel 3(2 layers) + Pixel 4(5 layers) = 1 clock cycle for first 3 pixels, 2 for the 4th pixel (11 layers)
Scenario C) 16 Pixels (1 layer each) = 4 clock cycles
Let's look at the same scenarios with the TEV.
Scenario A) Pixel 1(4 layers) + Pixel 2(4 layers) + Pixel 3(4 layers) + Pixel 4(4 layers) = 1 clock cycle (16 layers)
Scenario B) Pixel 1(2 layers) + Pixel 2(4 layers) + Pixel 3(2 layers) + Pixel 4(5 layers) = 1 clock cycle (11 layers + room for 5 more layers)
Scenario C) 16 Pixels (1 layer each) = 1 clock cycle
TEV can do 16 layers regardless of how many pixels they are in.
The only advantage the XBox1 gpu had was a better geometry engine and programmable shaders. Now, from what I have heard, Wii's gpu doubles this number, and has a higher clock speed. Not to mention increased memory. Sure, Wii doesn't have programmable shaders, but that doesn't mean it's less powerful than the original xbox. A NASCAR vehicle doesn't have air-conditioning or power door locks, but does that mean it's less powerful than a fully loaded Camry? Of course not. You have to look at the whole picture.
---------------------------------------------------------------
Legend11:
The reason that most multiplatform games looked better on the xbox is because the shader routines were included in the SDK and didn't need to be written. Most developers were too lazy to take the time to figure out how to properly utilize the TEV unit.

| Phalanx said: Legend11: The reason that most multiplatform games looked better on the xbox is because the shader routines were included in the SDK and didn't need to be written. Most developers were too lazy to take the time to figure out how to properly utilize the TEV unit. |
And since the GC failed to entice developer support, they had little reason to. Only RE4 and Twighlight Princess really showed the TEV off.
Now that the Wii is getting more support, developers will likely learn to use those, the way they learned to use the PS's heavy programming.
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
| Entroper said:... It should be fast enough to do 720p with similar effects as the Gamecube. 720p is 2.67 times larger than 480p, and Wii has 3x the fillrate of Gamecube. I don't have a Wii SDK, so I don't know the relationship between the RAMDAC and the embedded framebuffer. It may be that you render a frame to the embedded RAM do any post-processing effects there, then copy it into graphics memory for the RAMDAC (double buffering). There still is not enough framebuffer for one 720p frame (unless you use 16-bit color), but it may be possible to, for example, draw the top half of the frame, copy it, then draw the bottom half. But this may all be moot if the RAMDAC simply isn't up to the task. :) Full stereoscopic 3D is something I've spoken about in the past, even having written my own stereoscopic graphics demo. It's absolutely bonkers, and I hope one of the three companies is able to do it and be successful with it. That's a console I'd pay $500 for -- Sony, are you listening? |
Yeah, that's actually what I meant when I mentioned "fast enough". If the RAMDAC isn't clocked fast enough, its impossible to sample/output 720p. Probably more than likely, Nintendo wouldn't over-engineer components like this.
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| Phalanx said: Here's how the TEV works: There is one pipeline that can handle up to 16 texels. This is a significant departure from the standard pipeline configuration of most nVidia and ATI chips. --------------------------------------------------------------- Legend11: The reason that most multiplatform games looked better on the xbox is because the shader routines were included in the SDK and didn't need to be written. Most developers were too lazy to take the time to figure out how to properly utilize the TEV unit. |
This is a little off. The Xbox GPU could process 4 textures in one pass, but not in one clock cycle. It had 4 pipelines, and each pipeline could process two stages in a single cycle, with up to 4 stages in one pass. Additional stages would require an additional pass, meaning the polygons need to be T&L'd again. The Gamecube's TEV had 4 pipelines capable of processing one layer per pass, but up to 8 stages in a single pass. The Wii extends this to 8 pipelines and 16 stages in a single pass.