By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - Is the Wii stronger than the original Xbox, if so..

So far the xbox has much more graphically impressive games then the wii there's no way around it Its just the way nintendo builds there games they are not going for realism even in the cartonny way they are built they are very simple graphically galaxy is a great looking game for what it is, but to say its better then the xbox best games is not true

This is a discussion that wont lead anywhere, the main selling point of the wii are not its graphics capabilities, unlike the xbox witch was considered the most powerful console last generation, so it had to push in that department since it was together with live its biggest selling point



Around the Network

That's a multiple choice question eh ?
Well I take "D" for "Developer's are lazy"

The Wii is more powerful than the XBOX and that's how it should be. It's a current gen console, less power would be ridiculous.



@Happy Squrriel: Well, my point was, that you found a very good comparision.



Ei Kiinasti.

Eikä Japanisti.

Vaan pannaan jalalla koreasti.

 

Nintendo games sell only on Nintendo system.

r3av3r2k1 said:
So far the xbox has much more graphically impressive games then the wii there's no way around it Its just the way nintendo builds there games they are not going for realism even in the cartonny way they are built they are very simple graphically galaxy is a great looking game for what it is, but to say its better then the xbox best games is not true

This is a discussion that wont lead anywhere, the main selling point of the wii are not its graphics capabilities, unlike the xbox witch was considered the most powerful console last generation, so it had to push in that department since it was together with live its biggest selling point

 

Super Mario Galaxy has a lot of geometry on screen with virtually no polygonalization artifacts, high levels of texture detail without any pixelization. a wide variety of effects that rival anything done in the previous generation, and it does this while maintaining a full 480p and a constant framerate (at 60fps IIRC). I personally doubt there are any previous generation games that rival Super Mario Galaxy, and dismissing it because its artstyle is not realistic demonstrates a lack of understanding of the quality of visuals demonstrated by it.



bdbdbd said:
@Picko: You jump into conclusions in a little too straightforward way, or atleast look at the thing from the wrong direction. But, you did point out the developers/publishers mindset extremely well.

Even when graphics aren't the reason to pick Wii over 360 or PS3, it doesn't mean it wouldn't be a reason to pick a game by graphics inside the platform in the same way it is with PS360.
Also, you should notice how Nintendo is dealing with graphics; Wii Sports/Play/Fit which are simple games have simple graphics, while SMG, which is propably the most complex 1st party Wii game, has the most impressive graphics on the system. Now 3rd parties look at Wii Sports is a game that sells and its graphics level and assume people buy games with the same graphical level, which is true up to this point, and then they look at SMG and see another game that sells, so they take graphics from Wii Sports and put them in a complex game like SMG. Now, on paper this may look like a win-win situation, but in reality they make a game too complex for the Wii Sports audience and graphically too shitty for the audience who would like more complex games.
As you mentioned production values, think production values in the sense as it forming a square. One side is graphical level and the other is the games complexity. When both of the values are drawn so, that the squares all sides are equal, you basically have a winning formula. If you increase the value of complexity, you need to increase the value of graphics etc. You can also notice people to complain the games on HD consoles being too short, due to the twisted production value relation.
What the values are, is just something that bases itself into the experience of the publishers/devs.

Great analogy of a square.  Here is the problem though.  The area of the square equals the game budget.  A low complexity game with low graphics (e.g., Petz series) has a low development budget, and there are plenty of those on the Wii.  A higher complexity game with high graphics (e.g., SMG) natually requires a large budget and those are far rarer for this reason alone.  Some developers have also brought in higher complexity games with low graphics (e.g. No More Heroes, numerous PS2 ports).  What we are missing are the low complexity games with high graphics.  Why couldn't Nintendo have pushed the graphics of Animal Crossing City Folk up quite a bit?  Why can't we get some of those graphically wow games with short campaigns? 



Around the Network

Wii Technical specifications

Nintendo has released few technical details regarding the Wii system, but some key facts have leaked through the press. Though none of these reports has been officially confirmed, they generally point to the console as being an extension or advancement of the Nintendo GameCube architecture. More specifically, the reported analyses state that the Wii is roughly 1.5 to 2 times as powerful as its predecessor.[2][80] Based on the leaked specifications, the Wii is the least powerful of the major home consoles in its generation. The Wii uses a storage system similar to the GameCube, which uses "block" units rather than bytes. The conversion from blocks to bytes is roughly 8.12 blocks to one megabyte.

Processors:

* CPU: PowerPC-based "Broadway" processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz[81]
* GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process,[82] reportedly† clocked at 243 MHz[81]

Memory:

* 88 MB main memory (24 MB "internal" 1T-SRAM integrated into graphics package, 64 MB "external" GDDR3 SDRAM)[83]
* 3 MB embedded GPU texture memory and framebuffer.

Ports and peripheral capabilities:

* Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
* Nintendo GameCube controller ports (4)
* Nintendo GameCube Memory Card slots (2)
* SD memory card slot
* USB 2.0 ports (2)
* Sensor Bar power port
* Accessory port on bottom of Wii Remote
* Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)[84]
* Mitsumi DWM-W004 WiFi 802.11b/g wireless module[85]
* Compatible with optional USB 2.0 to Ethernet LAN adaptor
* MultiAV output port for component, composite and S-Video

Built-in content ratings systems:

* BBFC, CERO, ESRB, OFLC, OFLC (NZ), PEGI, USK



Storage:

* 512 MB built-in NAND flash memory
* Expanded storage via SD card memory (up to 2 GB)
* Nintendo GameCube Memory Card (required for GameCube game saves)

IBM's Wii "Broadway" CPU
ATI's Wii "Hollywood" GPU

* Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
* Mask ROM by Macronix[86]

Video:

* 480p (PAL/NTSC), 480i (NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen[87]
* MultiAV multi-output port for component, composite, S-video,[88] RGB SCART[89] and VGA[90]

Audio:

* Main: Stereo – Dolby Pro Logic II-capable[91]
* Controller: Built-in speaker

Power consumption:

* 18 watts when switched on[92]
* 9.6 watts in standby with WiiConnect24 standby connection[92]
* 1.3 watts in standby[92]

†None of the clock rates have been confirmed by Nintendo, IBM, or ATI.





Xbox Technical specifications

* CPU: 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[13]
o SSE floating point SIMD. Four single-precision floating point numbers per clock cycle.
o MMX integer SIMD
o 133 MHz 64-bit GTL+ front side bus to GPU
o 32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache"
* Shared memory subsystem
o 64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
o Supplied by Hynix or Samsung depending on manufacture date and location
* GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and NVIDIA.
o Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
o 4 pixel pipelines with 2 texture units each
o 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP×2 texture units) (peak)
+ Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
# 485,416 triangles per frame at 60fps
# 970,833 triangles per frame at 30fps
o 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
o Bilinear, trilinear, and anisotropic texture filtering
o Similar to the GeForce 3 and GeForce 4 PC GPUs
* Storage media
o 2×–5× (2.6 MB/s–6.6 MB/s) CAV DVD-ROM
o 8 or 10 GB, 3.5 in, 5,400 RPM hard disk. Formatted to 8 GB. FATX file system.
o Optional 8 MB memory card for saved game file transfer.
* Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
o 64 3D sound channels (up to 256 stereo voices)
o HRTF Sensaura 3D enhancement
o MIDI DLS2 Support
o Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and DTS Surround (DVD movies only) audio output options
* Integrated 10/100BASE-TX wired ethernet
* DVD movie playback
* A/V outputs: composite video, S-Video, component video, SCART, HDMI Optical Digital TOSLINK, and stereo RCA analog audio
* Resolutions: 480i, 576i, 480p, 720p, 1080i
* Controller ports: 4 proprietary USB 1.1 ports
* Weight: 3.86 kg (8.5 lb)
* Dimensions: 320×100×260 mm (12.5×4×10.5 in)

From Wikipedia




The Wii is more powerful. This is well known to anyone familiar with the technology behind the 2 platforms.

The reason you don't see many games verifying this fact is because publishers do not want to pay their developers to put the effort into utilizing the TEV unit. In their opinion, they can get the same amount of sales with the lower budget, so why bother?


rajendra82, check out Fun! Fun! Minigolf for WiiWare.

http://www.wiiware-world.com/games/wiiware/fun_fun_minigolf#screenshots


* 1-4 Players.
* Fun! Fun! features Golf courses in America, Europe and Asia.
* There are 27 different holes to play.
* We expect to release the game very soon on Wii Ware.
* We will announce the release date in the next weeks.
* It will be released in Europe and the US
* The game runs fully at 60fps (NTSC) or 50fps (PAL).
* The game does support 16:9 and 4:3 TV screens.
* Some graphical specs. Fun! Fun! features:
-HDR Lightning
-Image Based Lightning
-Soft Shadows
-Normal Mapping
-Environment Mapping
-Bump Mapping
-Blooming



The rEVOLution is not being televised

 

 

 



 

tk1797 said:
outlawauron said:
disolitude said:
I have yet to play a wii game that looks as good as Ninja Gaiden Black on the Xbox.

No one plays Wii for graphics tho...i dont even think the component cables are an essential purchase even if you do have an hd tv.

Or Chronicles of Riddick, or Odin Sphere, or Shadow of Colossus. I may as well throw in those as well.

 

Most of those games were made at the end of their respective console's lifecycle, and the Wii is barely halfway. There is plenty of time to see improvement.

 

 Odin sphere has a sequel on the wii that looks like it except maybe a little more detail and the new zelda looks better than the shadow of the colossus, still a good game though.

But for a current gen system, we shouldn't have trouble coming up with more than a few games that look better than last gen.

 



nice found Viper1!

and also, let's not forget the Petz Sportz:

 



don't mind my username, that was more than 10 years ago, I'm a different person now, amazing how people change ^_^