Its not? There is several times more storage space on Blu Ray discs.Blu Ray on PS3 isn't outright superior to DVD on 360 and the extra space isn't always needed.
Its not? There is several times more storage space on Blu Ray discs.Blu Ray on PS3 isn't outright superior to DVD on 360 and the extra space isn't always needed.
Could you link me to some of this stuff? Genuinely interested in what Nintendo's setup looks like. Whatever their set up though, I do truly believe that there are stratifications amongst all devs, and that the top tier devs are truly a cut above the rest. The results speak for themselves, otherwise we wouldn't be saying things like MS finally has a title in 334's Halo 4 that can hang with ND, Santa Monica et al.'s bestAnd Nintendo have been making use of those advancements in mo-cap (you can even see their mo-cap studio in one of the Nintendo Directs) and have been doing things like inverse kinematics as well for a while now. These kinds of things are just less obvious in a game like Skyward Sword than they are in a game like Beyond.
Its not? There is several times more storage space on Blu Ray discs.
Yes it is. There definitely is a trade of.2x Blu Ray is slower in most real world scenarios than 12x DVD.
Blu Ray on PS3 isn't outright superior to DVD on 360 and the extra space isn't always needed.
Jett Rocket?On the Wii I don't think there's a 3rd party game that comes anywhere close to Mario Galaxy.
A random question but right now you seem to be the only one capable of answering it.
You were one of the first ones to know (or at least announce) about the two gamepad support being a late in development addition for Wii U. Apparently, Nintendo is already working on titles that support this feature. What can you say about it? (if you know anything) and from your point of view, what would be the impact for the system to render a game with different views/perspectives etc thrice (gamepad+gamepad+TV)? It was already stated the games would run at 30fps with two gamepads working at the same time but is there any other compromise the system has to do in order to archive dual gamepad gameplay?
I thought it would be as easy as a normal multiplayer mode where the screen splits for each player but I guess streaming to the gamepad takes way more work than that
It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
Witcher was made in a foreign country where labor is cheaper, though I do recall Evan Wells starting that UC2 cost roughly 20 million. Depends on management and efficiency I guess, long as you're not SE sticking people on modeling rocks for 2 weeks you should be fine lolIt should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
I don't even think those games will compete visually with the likes of Halo 4, Uncharted 3, Last of Us, Gears Judgement, Beyond, God of War Ascension ect for the simple fact that Nintendo will not blow that kind of development budget on games which sell under 10 million copies (3D Mario, Zelda, Metroid).
Im sure they will look really nice tho.
Yes, it's one of the revelation i'm the most proud of
I think i already touched upon that, but to be clear: third-parties received the month before E3 the mass production dev kits, which featured a second coaxial port for a second DRC to be plugged into. But this addition was just future-proofing the dev kit, as the solution for 2 gamepads support was just found by the engineers, and third-parties were warned of that around E3 2012. So when Reggie announced it during the conference, it was really fresh, and far from being ready to be made available to studios.
And it comes for the moment with some hindrance (shared bandwidth and some other problems but they will resolve those, if it's not already the case).
Honestly, i think the Wii U has enough power -even more after all the recent info about all the improvements developers have reached with the latest dev kit, sdk, etc- to handle three screens without too much sacrifices in terms of visuals. And there are workarounds anyway, like lowering the complexity of the scene/resolution (the content could be sub-480p on the gamepads), having a simple leaderboard, map, or lower quality spectator mode on the TV to free more power for both the gamepad (in a local FPS for example), etc.
I really don't get this, if GameCube was hampered by its mini-DVDs what about Xbox with its DVDs compared to PS3 with Blu-ray?
Really nice!
I always try to avoid this or any power/specs related thread because there's not too much for me in it anyway so I don't really know what are those improvements with the latest dev kits, sdk and all that stuff you're talking about but if you're confident about Wii U's power then I guess that's enough for me.
You have been right before and you're closer to this thing than me so I appreciate your answer.
Hopefully we won't have to wait that long to see the first games with this feature.
Unfortunately, from third-parties, it won't come until at least the 2nd generation games (read: their second batch of releases on Wii U).
And Nintendo have been making use of those advancements in mo-cap (you can even see their mo-cap studio in one of the Nintendo Directs) and have been doing things like inverse kinematics as well for a while now. These kinds of things are just less obvious in a game like Skyward Sword than they are in a game like Beyond.
Agreed graphics have a lot more to do with skill/technical know-how than cash.They are a few really good looking indie titles out there for example. Big budgets just allow you to produce more content because of much larger teams. But with a small budget you can make an amazing looking game just more with limited scale and scope.It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
Not that this is in any way surprising, but Nintendo uses a Vicon mocap system. Cameras look like T-Series, so probably Vicon MX.Never mind Skyward Sword. They had inverse kinematics in Ocarina of Time.
You can't really draw any conclusions from what we saw of their mocap studio in the ND though. It just looked like a random gymnasium.
Not that this is in any way surprising, but Nintendo uses a Vicon mocap system. Cameras look like T-Series, so probably Vicon MX.
Probably. It's Vicon's top-of-the-line system.Is that good?
Probably. It's Vicon's top-of-the-line system.
Never mind Skyward Sword. They had inverse kinematics in Ocarina of Time.
You can't really draw any conclusions from what we saw of their mocap studio in the ND though. It just looked like a random gymnasium.
It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
Neither am I.Ooh very nice then
Sorry for asking I'm not well versed in Mo cap equipment
http://www.youtube.com/watch?v=y4fgvtBKIH8
If they can reach that level of visuals they will have already bested current consoles imo.
And sure Retro will one up that.
In all honesty i was blown away by that tech demo in June 2011 but now at the end of 2012 it's really not that impressive compared to the likes of Uncharted 3, Halo 4, God of War Ascension, Gears of War Judgement, Last of Us and Beyond imo.
For what it's worth i think the WiiU Zelda will far, far exceed those visuals anyway as that demo was made by a small team, in a short space of time, using TP assets on the very first WiiU dev kit.
http://www.youtube.com/watch?v=y4fgvtBKIH8
If they can reach that level of visuals they will have already bested current consoles imo.
And sure Retro will one up that.
Honestly, no.
EDIT: Halo 4 is lika a "living painting", insane graphics.
Honestly, no.
EDIT: Halo 4 is lika a "living painting", insane graphics.
Honestly, no.
EDIT: Halo 4 is lika a "living painting", insane graphics.
Ummm...the whole point of Skyward Sword's art style was to be a 30FPS impressionist painting...
Bravo.Complete with dithering and posterization
Bravo.
Jett Rocket?
Also, I'm not sure how you can berate so many Gamecube devs. Effort was as consistent as third party Xbox games. The only games that looked like PS2 were direct ports but apart from that, exclusives or games that lead on it generally looked better.
Ok. Slightly less consistent. With the Xbox being the more popular and powerful console (i.e it was PC port heaven), it would be weird if it didn't see a bigger gap compared to PS2 and Gamecube.Xbox had a larger handful of exclusives that looked clearly impossible on the PS2, and a lot of Xbox ports were obviously superior to their PS2 counterparts as well.
It's already happening now. Nano Assault Neo and Nintendo's own games are doing stuff that aren't possible on the Xbox 360.
Also, check out this new discovery. Global Illumination comes to Mario.
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Also, check out this new discovery. Global Illumination comes to Mario.
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Already acknowledged. See the previous two pages.Those are dynamic light sources, not global illumination, and is an effect that has been used in varying degrees going way back to the Nintendo 64.
Those are dynamic light sources, not global illumination, and is an effect that has been used in varying degrees going way back to the Nintendo 64.
Already acknowledged. See the previous two pages.
After looking up dynamic lighting, I guess it can still be considered an impressive feat for how expensive that type of lighting can be for rendering. Also, having dynamic lights frees up memory because there is no reliance on lightmaps (something current gen games use alot). It's also a direction that next gen engines (such as UE4) are going.
5 Days
21 Hours
56 Minutes
A Mod like U should have done the the Launch OT for us EC
I think Cheesemeister is doing it maybe? Or Rosti.
I never said NSMBU didn't use light maps. I was only discussing the bonuses dynamic light sources have over static light maps.To me indicate you still don't really understand dynamic light sources and why it appearing in NSMBU is not really a big deal, nor does it negate NSMBU using lightmaps elsewhere. It's a pretty simple effect that has been used for two, three generations of consoles. Torches in Ocarina of Time, from memory, had a dynamic light source attached.
And simple becomes relative depending on how complex an environment is. Games feature more polygons than what the N64 had to put up with which means more work.
I think Cheesemeister is doing it maybe? Or Rosti.
Nano assault neo doesn't look impressive or appear to be doing anything not possible on the Xbox 360.
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote
I never said NSMBU didn't use light maps. I was only discussing the bonuses dynamic light sources have over static light maps.
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote