Author Topic: Jawdropping Conduit tech demo  (Read 6254 times)

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AdmiralViscen

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Great Rumbler

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Re: Jawdropping Conduit tech demo
« Reply #1 on: October 02, 2008, 04:29:52 PM »
IT'S LIKE I'M SEEING INTO THE FUTURE
dog

Vizzys

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Re: Jawdropping Conduit tech demo
« Reply #2 on: October 02, 2008, 04:54:31 PM »
looks good for wii
萌え~

WrikaWrek

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Re: Jawdropping Conduit tech demo
« Reply #3 on: October 02, 2008, 05:06:26 PM »
Wow

All aboard the


Don Flamenco

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Re: Jawdropping Conduit tech demo
« Reply #4 on: October 02, 2008, 05:49:23 PM »
Too bad the enemies don't move

cool breeze

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Re: Jawdropping Conduit tech demo
« Reply #5 on: October 02, 2008, 05:52:11 PM »
That was a pretty depressing tech demo.

Van Cruncheon

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Re: Jawdropping Conduit tech demo
« Reply #6 on: October 02, 2008, 06:42:46 PM »
wow, the wii can almost -- ALMOST! -- reach dx8-level features from 2002, albeit in a very limited fashion

duc

Eel O'Brian

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Re: Jawdropping Conduit tech demo
« Reply #7 on: October 02, 2008, 06:58:22 PM »
if you treat buying wii games like buying really old pc games, you can't go wrong

<2002> looks awesome, will buy at $20 </2002>
sup

Phoenix Dark

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Re: Jawdropping Conduit tech demo
« Reply #8 on: October 02, 2008, 07:31:10 PM »
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
010

Crushed

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Re: Jawdropping Conduit tech demo
« Reply #9 on: October 02, 2008, 08:01:36 PM »
Quote from: IGN
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.

I just imagine them, like starving men on a desert island, fighting over the last scrap of food.
wtc

cool breeze

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Re: Jawdropping Conduit tech demo
« Reply #10 on: October 02, 2008, 08:12:20 PM »
Before I actually read the quote I thought your quip was about the IGN Wii team.

y2kev

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Re: Jawdropping Conduit tech demo
« Reply #11 on: October 02, 2008, 08:52:53 PM »
Before I actually read the quote I thought your quip was about the IGN Wii team.
they'd eat bozon first
haw

The Sceneman

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Re: Jawdropping Conduit tech demo
« Reply #12 on: October 02, 2008, 09:02:20 PM »
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

shut the fuck up, you havent played an FPS since Goldeneye. You admitted that the last game you played was Resident Evil 4. Why the fuck do you spam up gaming forums when you dont play games?
#1

Sho Nuff

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Re: Jawdropping Conduit tech demo
« Reply #13 on: October 02, 2008, 09:18:45 PM »
 :lol

demi

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Re: Jawdropping Conduit tech demo
« Reply #14 on: October 02, 2008, 09:40:03 PM »
THREE MEGABYTES!?
fat

etiolate

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Re: Jawdropping Conduit tech demo
« Reply #15 on: October 02, 2008, 09:52:39 PM »
That looks a lot like a Goldeneye level. Is that on purpose?

originalz

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Re: Jawdropping Conduit tech demo
« Reply #16 on: October 02, 2008, 09:53:49 PM »
Just imagine the potential of the mystical 3MB of RAM!  Once thought to be crazy talk, now games can reach a whole new level on the Wii!  Will these 3MB be used to increase sound quality to levels unheard, or give us visuals that will surpass any game before it?  I can't wait to find out what their decision is!

Van Cruncheon

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Re: Jawdropping Conduit tech demo
« Reply #17 on: October 02, 2008, 09:56:09 PM »
you could store an entire high-end snes game in there!
duc

Jabberwocky

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Re: Jawdropping Conduit tech demo
« Reply #18 on: October 02, 2008, 10:00:19 PM »
Looked better in '02 when it was called Metroid Prime.
8)

Cormacaroni

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Re: Jawdropping Conduit tech demo
« Reply #19 on: October 02, 2008, 10:19:27 PM »
HOLY FUCK IT HAS BUMP MAPPING

BUMP MAPPING

it's like they retrofitted a Voodoo2 in there, awesome
vjj

Great Rumbler

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Re: Jawdropping Conduit tech demo
« Reply #20 on: October 02, 2008, 11:56:53 PM »
HOLY FUCK IT HAS BUMP MAPPING

BUMP MAPPING

it's like they retrofitted a Voodoo2 in there, awesome

Considering what they've been forced to work on in the past, bump mapping probably seems like the Holy Grail to them.
dog

brawndolicious

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Re: Jawdropping Conduit tech demo
« Reply #21 on: October 03, 2008, 12:47:58 AM »
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.  I mean, everybody knows that for a wii game to look good, you need REALLY good art.

cool breeze

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Re: Jawdropping Conduit tech demo
« Reply #22 on: October 03, 2008, 12:56:26 AM »
To get a good looking Wii game, you need simple graphics.  Detail = suicide.  Someone make XIII 2 on the system or something.

dark1x

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Re: Jawdropping Conduit tech demo
« Reply #23 on: October 03, 2008, 08:23:15 AM »
I love how the tech demonstrated here isn't even on par with certain XBOX and Gamecube launch titles.

HOLY FUCK IT HAS BUMP MAPPING

BUMP MAPPING

it's like they retrofitted a Voodoo2 in there, awesome
To 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.

Quote
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.

Third

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Re: Jawdropping Conduit tech demo
« Reply #24 on: October 03, 2008, 08:31:53 AM »
looks like shit, even for a 2004 game.

Ninja

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Re: Jawdropping Conduit tech demo
« Reply #25 on: October 03, 2008, 09:06:54 AM »

"in the yeaaar two thoooousand...."
wat

T-Short

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Re: Jawdropping Conduit tech demo
« Reply #26 on: October 03, 2008, 09:34:07 AM »
hey, at least someone is trying.

don't remember playing any Danger High Voltage Software games, except for one...

spoiler (click to show/hide)
the pc port of NBA Jam
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Cormacaroni

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Re: Jawdropping Conduit tech demo
« Reply #27 on: October 03, 2008, 10:11:06 AM »
I love how the tech demonstrated here isn't even on par with certain XBOX and Gamecube launch titles.

HOLY FUCK IT HAS BUMP MAPPING

BUMP MAPPING

it's like they retrofitted a Voodoo2 in there, awesome
To 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.

Quote
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.

Hey, thanks for the history lesson young 'un. For your information, I owned a Voodoo 2 when they were the price of a PS3.
vjj

maxy

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Re: Jawdropping Conduit tech demo
« Reply #28 on: October 03, 2008, 10:14:35 AM »
I am beginning to think that Nintendo fucked something up with the Wii.Gamecube had better looking games than this.
Or nobody cares anymore...
cat

dark1x

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Re: Jawdropping Conduit tech demo
« Reply #29 on: October 03, 2008, 10:33:12 AM »
I love how the tech demonstrated here isn't even on par with certain XBOX and Gamecube launch titles.

HOLY FUCK IT HAS BUMP MAPPING

BUMP MAPPING

it's like they retrofitted a Voodoo2 in there, awesome
To 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.

Quote
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.

Hey, thanks for the history lesson young 'un. For your information, I owned a Voodoo 2 when they were the price of a PS3.
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 became a huge fan of post processing effects like depth of field and motion blur when they started showing up in PS2 games.  You won't even find any Dreamcast games with depth of field let alone anything on the PC running on older Voodoo cards.  Do you remember the T-Buffer 3DFX included with their failed Voodoo 5 cards that was designed to produce such effects?  The Voodoo 2 was incapable of producing such fillrate demanding effects and there were absolutely NO games that used it.  You wouldn't find it on the PC until the GeForce3 generation and it wasn't common at first.

The Voodoo does support bumpmapping to a very limited degree, but it's nothing more than a low quality type of single pass emboss bumpmapping.  The type of bumpmapping possible with the Wii is quite a bit more advanced than what you could do with the Voodoo cards (though still barely equivalent to DX8-class hardware).  I recall the first series of graphics card that started to produce decent looking bumpmaps was the Matrox G400 and its environment mapped bumpmapping (Expendable was a showcase for this).

I'm not an expert on any of this, as I'm sure you can tell, but I'm very familiar with the type of software that was available for these cards and what types of effects the games were capable of.  I'm not suggesting that you're unfamiliar with older generation hardware either, mind you.  Just that your comment about Voodoo 2 (which was a joke, I know) was a bit off base.  The Wii is a piece of shit in 2008, but its graphics chip is generations ahead of the Voodoo series.  Brings back good memories just thinking about it, though.  Don't mind my crazy ramblings...
« Last Edit: October 03, 2008, 10:38:39 AM by dark1x »

dark1x

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Re: Jawdropping Conduit tech demo
« Reply #30 on: October 03, 2008, 11:14:53 AM »
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...


Don Flamenco

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Re: Jawdropping Conduit tech demo
« Reply #31 on: October 03, 2008, 12:50:32 PM »
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...

(Image removed from quote.)


HOLY FUCK I WANT A BLUE JELLO POOL TOO

Tabasco

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Re: Jawdropping Conduit tech demo
« Reply #32 on: October 03, 2008, 03:11:01 PM »
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.

Oblivion

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Re: Jawdropping Conduit tech demo
« Reply #33 on: October 03, 2008, 03:51:10 PM »
Is it cause the arty style sucks or something, cause that doesn't look terribly impressive. We STILL have GC games that looked better and seemed to pull off the same effects.

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.

Well to be fair, they're focusing on different things. Plus SMG is 60fps and Conker's 30fps.

brawndolicious

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Re: Jawdropping Conduit tech demo
« Reply #34 on: October 03, 2008, 10:54:21 PM »
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.

dark1x

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Re: Jawdropping Conduit tech demo
« Reply #35 on: October 04, 2008, 10:48:54 AM »
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. 

Van Cruncheon

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Re: Jawdropping Conduit tech demo
« Reply #36 on: October 04, 2008, 09:27:18 PM »
actually, the ps2 is unusually well-suited to do faux-HDR effects and bloom lighting -- even moreso than the xbox and especially the gamepube --  thanks to its epic fillrate.
duc