What it does to performance or the looks is somebody else's problem.
Because I haven't said this exact thing about 4-5 times in this thread? Somebody else's problem = the developers, the same people who are working overtime to get HD working. Nintendo is eliminating that, and I'm sure if we see cross-platform games this generation, Nintendo's could be released earlier simply because no one would be using dev time on HD versions of their game.
Yeah, useless hordes of hundreds of enemies even though you can only interact with 3-4 of them in Smash TV. Wait... But hell, who wants 100 Pikmin, anyway? Aren't 10 sufficient? Do they really need better pathfinding?
Obvious I am not talking about games that actually utilize a multitude of characters effectively, I am talking about games like Dynasty Warriors where you see hundreds of enemies on the screen, but none of them do anything worthwhile until you are directly attacking them. At the best it gives me an idea of scale, but even that is one of the worst ways to utilize power.
Also, when was Smash TV put into 3D? Oh, right. It hasn't.
Trees can have a wide variety because of Speedtree. And since a forest consists of many trees and you can't use fakery if you want to allow the player to roam freely in the forest it's important that you can draw many trees. Or would you prefer games to keep very narrow pathes through forests so the fakery works?
Again, see above comment. I'm talking about pushing a system to draw things that make absolutely no bearing on gameplay. I'm not talking about deleting immersion or forcing linearity. You are putting words in my mouth and you know it.
And what kind of innovative game needs hundreds of objects lying around? Except for the highly popular Katamari Damacy, that is?
For the third time, this isn't what I'm saying. I'm saying what if Katamari drew EVERYTHING 100% of the time, but you can only see/interact with the closest 20 objects? Namco used a bunch of tricks to forcing the game into hiding polygons that weren't needed, and none of the objects were complex to begin with. Now had they drawn footballs with full bumpmaps and fish with individual scales, THEN we'd be on the same page. You know as well as I do that the objects in Katamari were super low polygon models. Plus this was being done on the PS2, arguably the weakest of the current generation, which only reinforces my comments earlier that we've essentially got all the power we need. So thank you for agreeing with me, whether you know it or not.
Power allows new ideas and while the next leap in power won't allow as many new ideas you're still restricting your games if you opt for less power.
I agree with this, but I'm saying at this point power is becoming rapidly useless. It's like how you could run Windows 95 on 1/4th the resources Windows XP requires, but both of them look and act largely the same. What is all that increased power providing? Hardly anything. And that is the way consoles are headed if you just continually pump more juice into them. There's been so little in the way of innovation lately, but for some reason people think more power is going to magically grant them new genres? It might lead the way to them, but they won't start popping out of people's asses like you seem to be inferring.
If a game can't run at a decent framerate it can't run at a decent framerate. No matter what causes that it has to be fixed. Increased resolution doesn't suddently add a whole new set of power sinks, it just scales up an existing power sink and thus changes one variable for that process. Framerate optimization still has to happen except now it's happening while the system outputs a HD signal.
And this negates my argument that it requires more power/development time....how? If you suddenly need more power, you have to draw that from somewhere, and it's going to come in the form of optimizing the code and added juice where needed. That is development, I'm not sure what else it could be.
Now KDR I know you are smarter than that, so you can drop the devil's advocate position now.