Barack Lesnar
Banned
Not with the draw distance of Zelda U.
Just talking about the grass.Kameo was nice at the time, but it doesn't even look close to Zelda U.
Not with the draw distance of Zelda U.
Just talking about the grass.Kameo was nice at the time, but it doesn't even look close to Zelda U.
Just talking about the grass.
My memory might be fuzzy but I don't remember it having anywhere near the volume or detail of the grassy fields we just saw in Zelda. I know the areas with the grass were nowhere near as large. And anything after, especially open world titles, are nowhere near what we saw in Zelda.Just talking about the grass.
At the end of the day the fact that this discussion needs to be had goes to show just how bad of a job Nintendo did making the Wii-U. If any system deserved to fail in the last 3 gen's it's this one.
Hard to compare nintendo games to PS3/360 games as they all seem to use a very unique art style. Games like RDR, TLOU and Halo 4 seem to have better quality models and environments but it's comparing apples to oranges as having realistic models for mario games wouldn't look right.
Hedging their bets for future features.
Nobody wants to be caught with their pants down like Sony on the PS3, so everyone this generation reserved huge chunks of RAM to the OS at the start so they could add new features they think of and match features the competition comes up with. Because once you give RAM back to the developers, you can't take it back later.
I could imagine a per-game system where developers could toggle a mode that kills the instant access to certain background programs, and allows the game to take up more. That way they still have their extra to work with if they need to add new features later, but certain games can still kill those future features while they are loaded. That, I would love. Going from 1GB to 1.5GB or so would be a large boon.
Doesn't the PS4 use 512MB or 1GB in OpenBSD Flex Memory mode?
youre joking with the inclusion of Xenoblade Chronicles X right? You really dont believe that there are no games on PS3 or 360 that come close to that... ?
Here lets play a game! its called Xenoblade Chronicles X or PS2 game! ready?!
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I even leveled the playing field by using a game made by the same developer!
Heres a comparison (ill even use a TERRIBLE PS3 game) of character models from PS3 version of Star Ocean
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and heres Xenoblade Chronicles X
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Id say the GAP between the PS3 and Wii U isnt as big as you make it out to be...
Thats not to say that XCX wont be an awesome game (its one of the Wii U games that im waiting to buy a Wii U for...) but the difference in PS3, 360 and Wii U isnt a very big one.
It's a 2015 title, there's still time to improve on the astethics.Glad I'm not the only one. I bought into the initial gif hype on gaf, the short clips of the mech flying away and the big space monster looked great. Then the gameplay came out, and I thought it looked like ass. Character models, terrain, foliage, lighting, nothing would have even been impressive on the 7th gen consoles, even earlyish in their lives, let alone an 8th gen.
And god, that female guides model is so, so terrible.
I'm sure it will be huge in scope, and perhaps a great game, but pointing to it as any sort of proof of the graphical power of a system is a head scratcher for me.
X has more to do with the developers style rather than power of the system. From the developers comments on the treehouse feed it looks more like they expanded on the Wii's assets rather than developing new ones for the Wii u.
Glad I'm not the only one. I bought into the initial gif hype on gaf, the short clips of the mech flying away and the big space monster looked great. Then the gameplay came out, and I thought it looked like ass. Character models, terrain, foliage, lighting, nothing would have even been impressive on the 7th gen consoles, even earlyish in their lives, let alone an 8th gen.
And god, that female guides model is so, so terrible.
I'm sure it will be huge in scope, and perhaps a great game, but pointing to it as any sort of proof of the graphical power of a system is a head scratcher for me.
Glad I'm not the only one. I bought into the initial gif hype on gaf, the short clips of the mech flying away and the big space monster looked great. Then the gameplay came out, and I thought it looked like ass. Character models, terrain, foliage, lighting, nothing would have even been impressive on the 7th gen consoles, even earlyish in their lives, let alone an 8th gen.
And god, that female guides model is so, so terrible.
I'm sure it will be huge in scope, and perhaps a great game, but pointing to it as any sort of proof of the graphical power of a system is a head scratcher for me.
Glad I'm not the only one. I bought into the initial gif hype on gaf, the short clips of the mech flying away and the big space monster looked great. Then the gameplay came out, and I thought it looked like ass. Character models, terrain, foliage, lighting, nothing would have even been impressive on the 7th gen consoles, even earlyish in their lives, let alone an 8th gen.
Was it Bullshit Magazine? No way. It's 172Gflops vs 1.2Tflops on a newer GCN architecture. Even if you believe the unlikely 320 shaders theory, that's 340 vs 1200, and GCN (HD 7000 series) vs VLIW5 (HD 4000 series). Plus, the huge bandwidth difference, half the ROPs, etc. It's just crazy to say 15% difference.
Exactly. It's all about balance - Monolith simply prioritizes scale over detailled character models.All of the games compared to Xenoblade X in those screenshots are entirely comprised of narrow corridors and small environments which means less objects to be rendered on screen, more memory to conserve to the graphics engine.
I would love to see any one of those games not take a loss in visual quality but be the same scale and world detail that Xenoblade X has.
People love to put emphasis on just the character models, but disingenuously ignore the detail of the world size and the amount of things going on at once.
While Wii U achieves some impressive graphics in it's exclusive titles, when you look into them they're pretty simplistic in regards to actual tech. People like to bring up 3D World and MK8, but those have basic pre-baked lighting, virtually no AI or physics, simple animations. Nintendo's devs are obviously using the systems strengths which are GPU and RAM, but I imagine some games from PS360 that relied heavily on CPU are impossible to run on Wii U, games with advanced destruction like BF and Red Faction, games with simulations like Forza and GT, games with lots of systems running in the background like GTA and RDR, many PS3 exclusives that used CELL to achieve impressive physics and advanced post-processing effects like Killzone, Uncharted and GoW.
While Wii U achieves some impressive graphics in it's exclusive titles, when you look into them they're pretty simplistic in regards to actual tech. People like to bring up 3D World and MK8, but those have basic pre-baked lighting, virtually no AI or physics, simple animations. Nintendo's devs are obviously using the systems strengths which are GPU and RAM, but I imagine some games from PS360 that relied heavily on CPU are impossible to run on Wii U, games with advanced destruction like BF and Red Faction, games with simulations like Forza and GT, games with lots of systems running in the background like GTA and RDR, many PS3 exclusives that used CELL to achieve impressive physics and advanced post-processing effects like Killzone, Uncharted and GoW.
While Wii U achieves some impressive graphics in it's exclusive titles, when you look into them they're pretty simplistic in regards to actual tech. People like to bring up 3D World and MK8, but those have basic pre-baked lighting, virtually no AI or physics, simple animations. Nintendo's devs are obviously using the systems strengths which are GPU and RAM, but I imagine some games from PS360 that relied heavily on CPU are impossible to run on Wii U, games with advanced destruction like BF and Red Faction, games with simulations like Forza and GT, games with lots of systems running in the background like GTA and RDR, many PS3 exclusives that used CELL to achieve impressive physics and advanced post-processing effects like Killzone, Uncharted and GoW.
It's a 2015 title, there's still time to improve on the astethics.
Exactly. It's all about balance - Monolith simply prioritizes scale over detailled character models.
No offence, but the rest of your post does not indicate you'd recognize 'actual tech' in plain daylight, staring in your eyes. MK8 having 'virtually no AI and physics'? What in your opinion makes the game run then - pixie dust? And of course a portion of MK8's lighting is pre-baked, just like the rest 99.9% of the games under the sun, but that does not conclude the lush lighting in the game. As for 'games with simulation like Forza and GT', you are aware Project CARS is coming out on the wiiU this holiday season, right? Finally, for 'games with lots of systems running in the background', I suggest you take a look at GTA Chinatown Wars on the nintendo DS.While Wii U achieves some impressive graphics in it's exclusive titles, when you look into them they're pretty simplistic in regards to actual tech. [..]
Just made a table about console powers in flops (single precision floating point operations per second).
https://docs.google.com/spreadsheets/d/1bKNFp4ecPu9KRojQdsHcE6HVlF-pSuaWTBjfxMYKYr0/pubhtml
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Please tell me if I made a mistake in my calculations.
Looking at Zelda for Wii U , it just looks so beautiful and to me beyond what the PS3 and 360 can do. I also think that a game like Smash Bros Wii U wouldn't run on the PS3 and 360 without framerate issues.
What? The more I see Smash on Wii U the more it seems like Brawl quality.
The thing is: The last HD twins can do many stuff that the Wii U can as well but not all at the same time or amount (less particles, resolution, framerate, etc), same for the actual HD twins and Wii U.
I'd just like to see how far could Nintendo push the graphics in the Wii U if they go for 720p30 instead of 720p60. Halving the framerate alone could give them a lot more of resources to use.
I don't know...GTA5 on my 360/ps3 still amazes me....
The only thing we've seen that Zelda is undoubtedly sacrificing for the world is the poly complexity of Links model. At least in that tiny tiny snippet the LoD system in place seems to have a very far view. It could be a prettied up version of what they'll actually achieve, but if so why leave Link's model so low poly?
Dust collecting has nothing to do with the topic at hand though.
I don't know...GTA5 on my 360/ps3 still amazes me....
The Funniest thing is, is that the Wii U isn't even 2 years old yet, lol. Once Zelda U releases this discussion should die for good. Is there even an open world game on PS3/360 that's a solid 720p @60fps?
RSX is not a unified shader architecture, and as such its flops are not easily comparable to Xenos', or to any unified shader desing, for that matter.What neat for me is, to see the combined CPU + GPU Flops figures for 360 and PS3. They are pretty close, which pretty much reflects how they are in real games.
It's also interesting seeing the Flops figure for RSX, which is not stated or quoted nearly as often as the figure for Xenos is.
It also released in 2005 (?) and was originally an OG Xbox game that got upgraded for 360. Having similar grass almost 10 years ago tells me that grass isn't very impressive, open-world or not, just sayin'.My memory might be fuzzy but I don't remember it having anywhere near the volume or detail of the grassy fields we just saw in Zelda. I know the areas with the grass were nowhere near as large. And anything after, especially open world titles, are nowhere near what we saw in Zelda.
Star Fox Adventures started as an N64 game. And to this day it's the most technically impressive application of GCN/Wii era DX7 equivalent tech. This is even after Nintendo meagerly upgraded the hardware for Wii. Rare of that era is not to be trifled with and where their games started means nothing compared to what they achieved in the finalized code.It also released in 2005 (?) and was originally an OG Xbox game that got upgraded for 360.
This argument is folly solely because of the open world nature. Part of the reason no open world title on the 360 or PS3 has vegetation of that density is because the hardware was either not coaxed correctly (and given how many open world titles released for them that's asinine to believe) or because the hardware couldn't do it.Having similar grass almost 10 years ago tells me that grass isn't very impressive, open-world or not, just sayin'.
Isn't Link being low poly supposed to be an artistic choice, though?
Supercomputers are also compared based on their Flops. So I think it is a fair comparison but of course there are many other factors to the performance of a console.I'm not really sure about those 4 FPU Flops + 8 VMX Flops for Xenon/PPE (I vaguely remember some discussion about that on beyond3d which suggested that it's less than that). Might be worth to investigate again.
That Latte number is speculative. We're not really sure if it has 160 or 320 SPs, but from what I've read about that in the Latte topic here at neogaf 160 seem to be more likely in my eyes.
Anyway, while the chart will be objectively correct (or at least close to), I fear people who don't know how to read those numbers will make incorrect interpretations (as in "it has twice the Flops, so it must be twice as fast!"). But that's out of your hands of course.