| txrattlesnake said: From what I remember reading back in the day the Gamecube's graphic processor was designed to be very good at cartoon and cell-shaded type graphics which is the direction they felt the industry would be heading in at the time but not that superb at any other types of graphics while the original xbox graphics processor was a more allk around gpu similar to pc gpus and when graphics in games took the realistic route instead it was much better prepared for that. Judging from Miis etc I think the Wii's graphics processor must be similar to the Gamecube's of course it would be more powerful and probably more general purpose instead of focues just on its ability to do cell shading. |
The Flipper was built by ArtX who was a company that (primarily) focused on flight simulators, and they were purchased by ATi because (as a company) they produced many advanced processors which were inexpensive. The Flipper (at the time) was a very conventional design for a GPU and was primarily focused on producing a large number of polygons per frame, with a high level of texture detail per polygon, with a well known set of texture effects that were supported in hardware using the TEV unit; in contrast, the XBox's GPU was a slightly modified PC GPU that was based on a new architecture where the emphasis was on pixel and vertex shaders.
From what I remember, you could produce a game with more polygons displayed to screen with more texture layers and higher texture detail on the gamecube than you could on the XBox but were limited to a handful of texture effects the TEV did well (like bump and specular mapping); whereas you could achieve much nicer lighting and texturing effects on the XBox.
It wasn't so much art-style that was different between the XBox and Gamecube, because developers who knew how to used the Gamecube's hardware well (like Factor 5) could produce very impressive realistic looking games (like Rogue Squadren 2/3).









