And as the audio team has worked, it recently combed through code and happened upon a surplus of three extra RAM megabytes that HVS plans to make further use of -- that is, as soon as it can internally prioritize who will get access to the virtual treasure. According to Nofsinger, the audio team wants it for music and sound effects while the artists are already hatching new ideas to inject even more visual polish into the experience.
Before I actually read the quote I thought your quip was about the IGN Wii team.they'd eat bozon first
the conduit is pushing graphical boundaries but more importantly it's innovating the fps genre, which hasn't seen much progress or top tier quality titles since GoldenEye
HOLY FUCK IT HAS BUMP MAPPING
BUMP MAPPING
it's like they retrofitted a Voodoo2 in there, awesome
HOLY FUCK IT HAS BUMP MAPPINGTo be fair, the Voodoo2 most certainly couldn't do what you see in that video (and featured even worse image quality). :P Things like depth of field didn't start appearing on the PC until the GeForce3 and beyond.
BUMP MAPPING
it's like they retrofitted a Voodoo2 in there, awesome
I think this is mostly just a third-party developer trying to show that they're willing to push a wii past gamecube level effects.They are failing, though. Rogue Squadron 2 and (a year later) Star Fox Adventures were both doing everything you see here AND MORE at 60 fps in 16:9.
I love how the tech demonstrated here isn't even on par with certain XBOX and Gamecube launch titles.HOLY FUCK IT HAS BUMP MAPPINGTo be fair, the Voodoo2 most certainly couldn't do what you see in that video (and featured even worse image quality). :P Things like depth of field didn't start appearing on the PC until the GeForce3 and beyond.
BUMP MAPPING
it's like they retrofitted a Voodoo2 in there, awesomeQuoteI think this is mostly just a third-party developer trying to show that they're willing to push a wii past gamecube level effects.They are failing, though. Rogue Squadron 2 and (a year later) Star Fox Adventures were both doing everything you see here AND MORE at 60 fps in 16:9.
Young 'un? Come now, that implies that you don't believe I have any experience with this stuff. I've owned a LOT of graphics cards over the years including stuff all the way back to the Matrox Mystique, Power VR PCX2, Voodoo 1, etc. I remember when nVidia shipped their first chipset (the NV1) on the Diamond Edge 3D that included ports of Sega games. I remember when Matrox first showed off its very first 3D card in 1994 (It didn't even have support for texture maps!) and even stranger stuff like the 3DO Blaster expansion card (how crazy was THAT?) I also ran two STB branded 12mb Voodoo 2 cards in SLI mode (so that I could reach 1024x768 in Unreal!). I know the Voodoo 2 and the software around its time very well.I love how the tech demonstrated here isn't even on par with certain XBOX and Gamecube launch titles.HOLY FUCK IT HAS BUMP MAPPINGTo be fair, the Voodoo2 most certainly couldn't do what you see in that video (and featured even worse image quality). :P Things like depth of field didn't start appearing on the PC until the GeForce3 and beyond.
BUMP MAPPING
it's like they retrofitted a Voodoo2 in there, awesomeQuoteI think this is mostly just a third-party developer trying to show that they're willing to push a wii past gamecube level effects.They are failing, though. Rogue Squadron 2 and (a year later) Star Fox Adventures were both doing everything you see here AND MORE at 60 fps in 16:9.
Hey, thanks for the history lesson young 'un. For your information, I owned a Voodoo 2 when they were the price of a PS3.
dark10x is right... there was no DOF or motion-blur on PC games for a long-ass time. There was indeed a tech Quake 3 demo that featured motion blur (the so called Voodoo's T-buffer) but it required a monster 3dfx card just like the first bump-mapping was in Matrox's Expendable demo.Expendable was pretty insane looking with the environment bump mapping back in the day. They released the game on Dreamcast as well (without the bump mapping and with a very poor framerate). :P
dark10x is right... there was no DOF or motion-blur on PC games for a long-ass time. There was indeed a tech Quake 3 demo that featured motion blur (the so called Voodoo's T-buffer) but it required a monster 3dfx card just like the first bump-mapping was in Matrox's Expendable demo.Expendable was pretty insane looking with the environment bump mapping back in the day. They released the game on Dreamcast as well (without the bump mapping and with a very poor framerate). :P
Ah yes, look at this beauty...
(http://i8.photobucket.com/albums/a29/dark1x/Expendable.jpg)
Looks like Agent Under Fire on PS2. If Gamecube could output games close to what the XBOX could do, why can't Wii games surpass XBOX games? I still think Conker looks better than SMG, so even 1st party is laying eggs.
They are failing, though. Rogue Squadron 2 and (a year later) Star Fox Adventures were both doing everything you see here AND MORE at 60 fps in 16:9.Well the game still has 6 months and those games didn't have bloom lighting for one (can't remember them too well though). I think I heard that Factor 5 is making a wii game so it'll be interesting to see how much better that game looks than their gamecube games.
They likely didn't have bloom lighting as the technique wasn't really popular back then. There is no doubt that they could have used it, however, as even the PS2 was more than capable of it.They are failing, though. Rogue Squadron 2 and (a year later) Star Fox Adventures were both doing everything you see here AND MORE at 60 fps in 16:9.Well the game still has 6 months and those games didn't have bloom lighting for one (can't remember them too well though). I think I heard that Factor 5 is making a wii game so it'll be interesting to see how much better that game looks than their gamecube games.