| PearlJam said: sc94597: Riddick didn't use bump mapping, it used normal mapping and that was a huge deal back then. It had more to do with the evolution of programming techniques than it did with the actual hardware and showed what you could pull off with a programmable pipeline that wasn't even supposed to be able to do those effects. And if you don't even know the difference between the two, tell me why I should even reply to your posts anymore when the subject we are discussing is shaders? I won't argue about your other points, I already said that the Wii is more powerful than Xbox but that has more to do with the CPU and memory not the shader capabilities. The GC CPU was a little better than the Xbox CPU, so why would the Wii CPU be weaker? I don't think Metroid Prime 3 looked equal to Halo 2, it looked better but I don't remember environments being as big or as populated. I also didn't see AI as complex or as many moving characters on screen at once. But I could be wrong, give me specific levels that you remember being larger and more open than the stuff in Halo 2. Educate yourself about the different forms of "mapping" that are used before you even talk about it. You might begin to see the point I'm trying to make. And you'll understand why I say that the Wii can't do all the effects as well, so it uses different effects altogether that are actually less resource hungry. |
I know the differences between Bump Mapping, Normal Mapping, and Parallax mapping at least. I was just recalled that wrong. As for Metroid Prime 3, the outdoor areas of elysia was larger than most areas I remember in Halo 2, and Norion had big areas well . Metroid Prime 2 had quite a few large areas too. I agree on it not being as populated though.









