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Gaming Forums => Nintendo Gaming => Topic started by: blueman on June 23, 2003, 02:22:35 PM

Title: Gamecubes Graphics
Post by: blueman on June 23, 2003, 02:22:35 PM
How are the Graphics on the Gamecube? because i know that the xbox Graphics are very Good!   just wondering as to how Good the Graphics on the Gamecube/Gamecube games are?


well Thanks everybody bye
Title: RE: Gamecubes Graphics
Post by: Zeth on June 23, 2003, 02:48:11 PM
they are not as good as xbox's.
Title: Gamecubes Graphics
Post by: jmoe316 on June 23, 2003, 02:49:54 PM
For Graphics:

X-Box > GameCube > PS2
Title: Gamecubes Graphics
Post by: Grey Ninja on June 23, 2003, 03:39:17 PM
GameCube = PS2 = Xbox.

It's really that simple.  I am sure that you really won't believe me as Xbox has higher numbers, and PS2 has the lowest numbers when you look at a spec sheet, but I really don't care.  This whole argument is just retarded.  Each system will perform about as well as the others if properly coded.  In the real world, this manifests itself in playable form all the time.  I can easily show games on each system that look as good as the best available on others.

END OF STORY.  
Title: RE: Gamecubes Graphics
Post by: Infernal Monkey on June 23, 2003, 04:07:04 PM
*Agrees with Grey*

Every system can basically produce the same if effort is put in. Just take a look at Gran Turismo 3 on PS2. Just look at it! I'm yet to see an Xbox game compete with it. And Xbox is meant to be three times better -_-
Title: RE: Gamecubes Graphics
Post by: aoi tsuki on June 23, 2003, 05:06:27 PM
Project Gotham Racer 2 comepetes with it quite well actually. There's a difference in styles; GT4 pushing photorealism envelope and PGR2 pushing the CG realism (or whatever you call "supershiny cars that could never exist in real life" envelope, but it's right up there with GT4.

PS2 could debatably push more polygons than the GC, but the GC can texture them much better. Xbox can use shaders and effects like bump mapping much easier than the other two, although it's a bit wasteful in graphics processing, whereas the GC's components are harmoniously matched. Add in things like surround sound, and the gap between the system widens. i forget the specifics as i've shyed away from specs, but i think when it comes to in-game graphical performance, there's a definite system hierarchy.  
Title: Gamecubes Graphics
Post by: DRJ on June 23, 2003, 06:23:39 PM
XBox is technically more powerful than Gamecube, and PS2 is technically the worst of then all. But it just depends on the game. XBox could produce the best games, but that doesnt mean that they do. Just look at the graphics for Metroid Prime for Gamecube, which is comparable to the best XBox games (i.e. Halo and umm...) Ok well then just best XBox game.
Title: RE: Gamecubes Graphics
Post by: BlkPaladin on June 23, 2003, 06:24:57 PM
They are pretty much the same. But it not because of hardware. It how much time a devloper is willing to cox things out of the systems.
Title: RE: Gamecubes Graphics
Post by: KDR_11k on June 23, 2003, 09:15:39 PM
I'm not sure, but I think both the XB and GC are based on OGL1.x GPUs. The GF3/4 can only go up to OGL1.3, while ATI's r200 can do OGL1.4 (I think those are the PC equivalents of the XB's and GC's GPUs). Although I've heard the opposite I'm quite confident the GC can do pixel shaders (up to PS1.4), as the water in Super Mario Sunshine seems to use refraction shaders (looks a lot like the corresponding benchmark in 3DMark 2001). The XBox has slightly more RAM, which could equal more texture detail. Still not enough for the likes of UT2003, though.
Title: Gamecubes Graphics
Post by: ReallyScrued on June 24, 2003, 08:12:41 AM
you people are taking this wayyyy out of where it is supposed to be. There are two ways to look at this. First With hardware.  PS2 has the most powerful processor, then gamecube with is based on power pc by IBM and then the XBox with the p3.  Video card concerning, it goes xbox with a slightly modified g3, then the flipper in the gamecube, then ps2.  Now what really matters SOFTWARE gamecube is based on opengl, xbox uses DirectX, and ps2 uses custom assembly. xbox graphix are the easiest to make look good, because it just uses what computers use, and computers by far have the best graphix out of all these, Apple line up comps to be more specific. ps2 graphix are very hard to program because it has its own standard which is why the GTA's look like super nintendo graphix in 3d. Nintendo went with the flipper which uses opengl, also a computer API but harder to program than directX but if programmed correctly, it can top DirectX, to put this in perspective, what looks better? quake 3 or UT? quake 3 of course, it uses openGL, UT uses directX. gamecube has the potential to look much better than halo 2 screens, but its wayyy to hard to program, and even with S3 texure compression, they cannont fit it into a disc. xbox isnt going to look much better than halo2. that is the end of the line, that is as far as directX goes, but metroid prime is no where near what gamecube can render. ps2 would top all of them off, like gran turismo, but hey, its just about dead guyz. no one is spending the time to make things look as good as they can, but gcn would top alll of them off. end of story.  
Title: Gamecubes Graphics
Post by: mouse_clicker on June 24, 2003, 09:08:29 AM
It's useless debating specs- it's all up to the developer, some of which are better than others. Most people will tell you that the PS2 is the weakest, but look at games like Ico- incredibly good graphics. A lot of people will also tell you the XBox has the best graphics, and while it has the best specs, that doesn't mean all of it's games look better than all of the Gamecube or PS2's games. Basically, some games look REALLY good and some games look REALLY bad- it's up to the people making the game as to which of those categories one specific game will fall under- it has very little to do with which console it's on.
Title: Gamecubes Graphics
Post by: evilnate on June 24, 2003, 09:23:05 AM
Quote

Originally posted by: mouse_clicker
It's useless debating specs- it's all up to the developer, some of which are better than others. Most people will tell you that the PS2 is the weakest, but look at games like Ico- incredibly good graphics. A lot of people will also tell you the XBox has the best graphics, and while it has the best specs, that doesn't mean all of it's games look better than all of the Gamecube or PS2's games. Basically, some games look REALLY good and some games look REALLY bad- it's up to the people making the game as to which of those categories one specific game will fall under- it has very little to do with which console it's on.



Agreed.  When people talk about which console is more powerful than another, they're talking about "headroom".  It's generally agreed that the X-Box has the most headroom, but that doesn't mean that we'll ever see a game that takes full advantage of what it can do.  Look at the N64.  It wasn't until very late in that systems life cycle that we started to see games that took better advantange of the hardware, such as "Rogue Squadron" and "Jet Force Gemeni".  Even then I'm not sure that we ever saw what the system was fully capable of.  Out of the current systems, I think that the PS2 is getting the most of it's hardware, simply because developers have been working on it for longer.  I think the best way to judge a system is by the last high profile games that are released just before the next system.  The next Zelda, Metroid Prime 2, and Mario 128 should give you a better idea of the 'Cube's full potential, just like Halo 2 and Doom 3 will give you a better idea of the Xbox's.
Title: Gamecubes Graphics
Post by: ReallyScrued on June 24, 2003, 02:07:23 PM
isnt that what i said? well if u didnt understand me, thas what i said. but if u want to talk about headroom, ps2 has the most, its custom API allows it to have infinate effects in a game, opengl and directX has its limits but they havent been reached yet and probably never will be.  
Title: Gamecubes Graphics
Post by: alvinaloy on June 24, 2003, 02:51:56 PM
Quote

Originally posted by: KDR_11k
The XBox has slightly more RAM, which could equal more texture detail. Still not enough for the likes of UT2003, though.
Xbox has 64 MB shared RAM, which means this RAM is utilised by the software, games, video, etc. But on the other hand, GC has 48 MB dedicated video RAM.

But ya, discussing specs is pointless. So what if a system has great graphics but not as many great games. Do you buy a system just to look at the gfx? Or to play the game? If you want to have great gfx, stick with a computer.

Title: Gamecubes Graphics
Post by: mouse_clicker on June 24, 2003, 03:10:41 PM
"If you want to have great gfx, stick with a computer."

Now that's a pretty careless thing to say- graphics matter more to a good game than many people (well, Nintendo fans) acknowledge. Many games' atmospheres and ambience would be completely lost if the graphics weren't very good, and graphics really are integral to a great game. Graphics are what draw you into the game and immerse you in it's world. I'm not going to say graphics are mare important than gameplay- not by a longshot- but to completely blow them off isn't smart.  
Title: Gamecubes Graphics
Post by: Hostile Creation on June 24, 2003, 04:15:11 PM
I have to disagree (though yes, graphics are important to an extent), because I just had an awesome time recently playing Lickle on my NES emulator.  Great game, Lickle.

But yes, games rather like Myst, as well as a few other genres, tend to require the best graphics possible.
Title: Gamecubes Graphics
Post by: Grey Ninja on June 24, 2003, 04:35:40 PM
*sigh*  Unless someone can prove to me that GameCube uses OpenGL, I will call you a bloody liar.  (or uninformed)  As far as I know, GameCube uses its own proprietary API, PS2 makes you program your own API, and Xbox gives you DirectX.  I seriously don't know how this OpenGL talk got started, as I have only heard it around here.

Flipper bears little to no resemblance to a Radeon GPU, as ATI didn't buy ArtX until the GPU design was already taped out.  Comparing Flipper to a Radeon is simply erroneous.  However, since ArtX is behind the design of newer Radeons, there is a little bit of Flipper showing through, but it's still not much.  Flipper != Radeon.

GameCube has no shaders, but the CPU is powerful enough to do such effects in software.

Most of the Xbox talk around here right now is correct though, as it's essentially a PC, and it's hard to screw that up.  Comparing GameCube and PS2 to a PC is simply WRONG though.  Don't do that.

Anyone who claims that they know which system is the most powerful and isn't a liscensed developer for all three systems is outright lying.  That includes most people here.

I tend to believe people who make games for all the systems, such as Factor 5, who claimed that all 3 systems were about equal in power when it all came down to it.  I tend to trust Factor 5 more than some guy on a forum with a keyboard and a spec sheet in front of them.

Now can we please quit discussing this?  This very topic just annoys me.
Title: Gamecubes Graphics
Post by: kennyb27 on June 24, 2003, 04:41:22 PM
Hostile Creation, it depends on what the game was created with.  For example, with games that were made on the NES, SNES, Genesis, etc. the games were designed with the graphic capabilities in mind, the story lines and the environment fit to the graphics of that specific game.  With increasingly complex games and settings, the graphics "need" to improve alongside them.  This is why one cannot say that they enjoyed playing a certain NES or SNES game and simply disregard the graphics, just as one cannot say that graphics are all that matter in the game today.  Simply put, graphics change, as do game's environments, with time; therefore, it is unfair to say the gaming enjoyments of the late 80s/early 90s are the reason graphics are not important.
Title: Gamecubes Graphics
Post by: Grey Ninja on June 24, 2003, 05:18:48 PM
kenny, I played Metal Gear Solid, then I played Metal Gear Solid 2.  The graphics in Metal Gear Solid 2 are unquestionably better, but I preferred the first game in almost every way.  Graphics don't mean crap if all it means is a few less jaggies.  I can somehow live with my character not showing every wrinkle on his crotch.  I don't get up and complain about the sucky graphics if a sphere isn't perfectly round.
Title: Gamecubes Graphics
Post by: Hemmorrhoid on June 25, 2003, 02:55:16 AM
Oh this is so silly, lets just settle with the fact that, Xbox and GCN are almost the same Xbox albeit a tiny bit superior (to an extent where it doesnt really matter) and the PS2 is close.

You can really base this on developers work, take Starcraft Ghost for example, they said the Xbox version and GCN one will be almost identical, and the PS2 one will be cranked down a notch.  
Title: Gamecubes Graphics
Post by: Bartman3010 on June 25, 2003, 03:15:24 AM
You know, the PS2 and GC narent even 128 bits =) If I rmeember from specs, which I've heard from some (And I kinda trust them) that only the X Box was like 128 bits or something...or was it PS2?

Beisdes, as its been stated a million times around here, specs mean diddly squat when it comes to getting a console.
Title: Gamecubes Graphics
Post by: egman on June 25, 2003, 04:56:39 AM
Quote

Originally posted by: Grey Ninja


GameCube has no shaders, but the CPU is powerful enough to do such effects in software.



I thought the GC's TEV pipeline was essentially a pixel shader under a different name? As for vertex shading, it seems that the GC needs the CPU, though the cost appear to be minimal in games that have gone that route. Luigi's Mansion had a lot of moments where Gekko helped with the lighting, but the game runs consistently smooth (at least for a launch title).
Title: RE: Gamecubes Graphics
Post by: KDR_11k on June 25, 2003, 07:46:20 AM
Bartman: XB: 32, GC: 64, PS2: 128.

Grey Ninja: Thanks. Wasn't sure what ATI delivered there.

I'm not sure about the PS2's CPU being superior. In fact I've heard one cannot use vertex interpolation (i.e. skeletal animation only) because the PS2's handling of floating points is incredibly slow and it could not handle that many floating point operations (FLOPs, wasn't it?). To put that into perspective: Most older games (Quake 3 for example) use vertex interpolation exclusively and ran fine on P233 and older CPUs. Also the FPU was one of the aspects why Intel outperformed AMD for such a long time.

The fast shaders might be done by a good integration between GPU and CPU, which is one of the points where the PC(x86) tends to fail. I'm sure it would have a larger impact on an Xbox.

Noone forces you to use an existing API, but it makes things a lot easier. You can always go the low-level route.
Title: Gamecubes Graphics
Post by: mouse_clicker on June 25, 2003, 08:08:49 AM
"I played Metal Gear Solid, then I played Metal Gear Solid 2. The graphics in Metal Gear Solid 2 are unquestionably better, but I preferred the first game in almost every way."

No one is saying that JUST because a game has better graphics it's autmatically great- like I said, gameplay is still more important, but to have a truly great game all around good graphics are a necessity. I mean, which would you prefer- MGS with PSX quality graphics or the same exact game with Gamecube quality graphics (aka Twin Snakes). Konami had the gameplay down pat for MGS, and if you couple that with outstanding graphics you have one incredibly immersive game. But if the gameplay is lacking, the whole game is lacking- that's how important gameplay is.
Title: Gamecubes Graphics
Post by: Round Eye on June 25, 2003, 01:13:56 PM
Quote

Originally posted by: Bartman3010
You know, the PS2 and GC narent even 128 bits =) If I rmeember from specs, which I've heard from some (And I kinda trust them) that only the X Box was like 128 bits or something...or was it PS2?

Beisdes, as its been stated a million times around here, specs mean diddly squat when it comes to getting a console.



Bits of operation are not as important these days.  Your proccesor achetecture, how fast your memory can be accessed, how quickly your video card card can talk to the main proccessor etc. are more important.  The more operations you can run per second the less it matters how many bits of info per operation.  

Not like the old days where the proccessors where all running at basically the same speed, and if you double the bits then you would double the speed of operations.



Anyways who cares about graphics, its all about the gameplay.
Title: Gamecubes Graphics
Post by: mouse_clicker on June 25, 2003, 01:46:13 PM
TECHNICALLY the PS2 has two 64 bit processors strapped together, I believe. The Gamecube's processor is something like 64 bit, and the Xbox's processor is 32 bit- *obviously* the bits don't matter as powerwise they're in reverse order.

"Anyways who cares about graphics, its all about the gameplay."

Have you read *anything* I've said, or do you just naturally skip my posts?
Title: RE: Gamecubes Graphics
Post by: The Matrixter on June 25, 2003, 05:11:50 PM
Title: RE: Gamecubes Graphics
Post by: The Matrixter on June 25, 2003, 05:15:29 PM
If you want to settle this, look at each company's sit. I have a link to each site with a page on hardware.
http://www.us.playstation.com/hardware/PS2/SCPH-30001.asp
http://www.nintendo.com/systems/gcn/specifications.jsp

Look, I think this should I at least give you some ideas...........................
Title: Gamecubes Graphics
Post by: Hostile Creation on June 25, 2003, 05:20:46 PM
That doesn't necessarily mean you're right, though, mouse clicker.  I don't care, but he can sure as heck think that if he pleases.
Title: Gamecubes Graphics
Post by: HolyPaladin on June 26, 2003, 06:07:07 AM
Before anything else, I want to point out something.  It could be easy to sit here and debate numbers.  Nintendo's rivals love to do this because the numbers can so easily be twisted around to look good in your favor.  Microsoft and Sony both were bad about using misleading figures.  This is evident in polygon output figures, since only Nintendo used conservative but realistic figures while both Sony and Microsoft listed numbers that they could never, ever, ever achieve in a real game environment.    People tend to neglect that little detail when comparing those figures.  Another problem comes with comparing Xbox's POS 733 MHz Intel Pentium III to the 485 MHz IBM PowerPC found in GCN, as that 733 looks a lot bigger than 485, but this fails to point out that the 486 MHz processor actually spits out more instructions per second than that larger 733.  The numbers decieve.

All BS and figures asside, looking at the end results you see on the screen, there is not much difference between what Xbox is capable of and what GCN can do.  People like to throw PS2 in there as being close, too, but it isn't.  The main problem with proving that is that most developers develop first for PS2 and then port to Xbox, GCN, or both as an afterthought without any real significant improvement.  That leaves you with something looking much the same across all three, in spite of the fact that GCN and Xbox can do way more.  Developers push PS2 to its limits, but rarely do near as much as they can with GCN or Xbox.

Realistically, all specifications sheets and whatever asside, it probably comes out like this: If you had some sort of measuring scale with which to measure the graphics they can put onto your television screen, with this scale going from 1 to 10 and having Xbox as 10, the chart might look like this:

Xbox 10
GCN 9
PS2 7
Title: Gamecubes Graphics
Post by: mouse_clicker on June 26, 2003, 09:12:20 AM
Hostile: Going along the same line, I can alos think whatever I want, and I think he's wrong.

Holy: Except that an XBox game could be a 7 on that scale of 10 while a PS2 game could get a 9 because it's developer knows the system better. It's pointless to rate systems' graphics because it's the developer that's the one who decides how good the graphics are. And no one will EVER push a system to it's limits- we'll move into the next generation before any of the 3 major systems get maxed out.  
Title: RE:Gamecubes Graphics
Post by: Shadow Fox on December 23, 2003, 05:15:33 AM
Quote

Originally posted by: Grey Ninja
*sigh*  Unless someone can prove to me that GameCube uses OpenGL, I will call you a bloody liar.  (or uninformed)  As far as I know, GameCube uses its own proprietary API, PS2 makes you program your own API, and Xbox gives you DirectX.  I seriously don't know how this OpenGL talk got started, as I have only heard it around here.
Actually OpenGL is the primary tool most GCN devvers use for porting over Maya/3DS Max models to GCN in low-level, realworld polygonal models.  This much is in the very Factor 5 interview on the Rogue Leader disc, and there's much more about OpenGL manipulating Flipper LSI at warioworld.com.

In fact, Codewarrior specifically created it's own compiler for GCN use via Direct X 8, so even Xbox code can be ported easily to GCN, creating shaders and the like on-the-fly.
Quote

Flipper bears little to no resemblance to a Radeon GPU, as ATI didn't buy ArtX until the GPU design was already taped out.  Comparing Flipper to a Radeon is simply erroneous.  However, since ArtX is behind the design of newer Radeons, there is a little bit of Flipper showing through, but it's still not much.  Flipper != Radeon.
Exactly.  Finally someone here knows the difference between ex-Silicon Graphics work, and a low-end, consumer-based GPU.
Quote

GameCube has no shaders, but the CPU is powerful enough to do such effects in software.
That, and Flipper LSI is not completely fixed function, as there is direct coding if of the API, and some direct effects (such as vertex shaders) already pre-recorded in newer GCN dev-kits.  Factor 5 has also mentioned several hardware shaders developed in Flipper LSI for Rogue Leader- doing things previously thought to be possible only on Xbox and PC's capable of running Aquanox at full power.
Quote

Most of the Xbox talk around here right now is correct though, as it's essentially a PC, and it's hard to screw that up.  Comparing GameCube and PS2 to a PC is simply WRONG though.  Don't do that.
Xbox is a PC in that it bears the same horrible 133mhz front-side bus that PC's were plagued with for years versus quicker Macs, plus the HUGE bottlenecks with the 1GB/sec CPU to GPU bandwidth, 10GB/sec texture bandwidth vs only 6.4GB/sec to pull them from main memory, the cost of 16MB of that 64MB of RAM just to create a damn Z-buffer, and several other nuances.  

The only commendation that I see in Xbox is it's vastly superior DSP- there is no other console audio chip like it, let alone many consoles out there with a Dedicated audio chip with AC3 digital encoding.  GCN can come close in the number of 3D voices (128 realworld, according to Factor 5), but the difference between analog and digital is no comparison.

The harddrive is great, but as we've noticed, not too many developers have used it creatively as a GAMING utility.  Imagine what Nintendo or Sega would have done with this type of advantage...it's sad to see Microsoft not jumping the gun of creativity yet until it's too late (PS2 HD/PSX/PS3/GCN2).
Quote

Anyone who claims that they know which system is the most powerful and isn't a liscensed developer for all three systems is outright lying.  That includes most people here.

I tend to believe people who make games for all the systems, such as Factor 5, who claimed that all 3 systems were about equal in power when it all came down to it.  I tend to trust Factor 5 more than some guy on a forum with a keyboard and a spec sheet in front of them.

Now can we please quit discussing this?  This very topic just annoys me.
Read my mind.  Exactly what I've been saying for what- 2 years now?  I like this guy...

Sorry about bringing the topic back up, but there were some things I needed to clear up in the first quote about Flipper LSI's true abilities.  Let me tell it; I think the thing sets records for being the most powerful graphics subsystem to do realtime T&L, PLUS be an audio and I/O chip all-in-one...

Now will somebody please stalk Microsoft until they give me the goods on what they're REALWORLD polygon performance specs are?

-Official Ninja of PGC
Title: RE: Gamecubes Graphics
Post by: Renny on December 23, 2003, 07:18:07 AM
I see your thread is still going strong at 1182 replies. Is that a record? They oughta sticky that....
Title: RE:Gamecubes Graphics
Post by: bubba23 on December 23, 2003, 08:44:11 AM
You can quote all the specs all you like, but what really matters is how the games look. F-Zero GX, Metroid Prime, and Legend of Zelda : The Wind Waker are among the best of this 128-bit generation when it comes to graphics (Including what the XBOX offers). I love the fact that these games deliver colourful and eye catching visuals at a high frame rate. My final word of adivce is don't listen to people who say Gamecube is the worst console for graphics and it's just for kids, because they don't know what the heck they are talking about.
Title: RE: Gamecubes Graphics
Post by: nolimit19 on December 23, 2003, 11:23:23 AM
this is sooooo a year and a half ago.
Title: RE:Gamecubes Graphics
Post by: Shadow Fox on December 23, 2003, 01:10:41 PM
Ya know, the ironic part of all this is the fact that PS2 is the only true 128-bit console, while GCN and Xbox are 32/64 and 32-bit respectively (GCN is a 32/64-bit hybrid; 64-bit architecture and 32-bit address space, unless Nintendo did indeed modify PPC 750cxe).

One would think with the SNES vs Genesis mentality that PS2 was the most powerful console graphically...how weird technology has become...

-Official Ninja of PGC
Title: RE:Gamecubes Graphics
Post by: Rellik on December 23, 2003, 01:13:07 PM
The specs don't matter because the software is developed individually for each system, as opposed to the universal PC software that can harness any graphics card you may have (as long as it's supported... but most current ones are).  Still, correct and straight-forward specs can give you an idea of the capability of the console; one console cannot necessarily be made to perform the same functions as another, so the specs aren't totall irrelevant.

And to whoever said that DirectX was easier than OpenGL...
Title: RE: Gamecubes Graphics
Post by: Grey Ninja on December 23, 2003, 01:35:53 PM
Rellik, DirectX is easier to master, but OpenGL has a much shallower learning curve.  Personally I prefer OpenGL.

Shadow Fox, it's very nice to have you here.  I am personally very sick of arguing with people who don't seem to get that there is more to creating power than clock speed alone.  I know that you are probably more knowledgable with the hardware than I am, as I am a programmer dominated by the software, so I am going to step aside for you.  If you would like to educate people, that's fine with me.  I'll back you up.  But I don't really wish to fight this anymore myself.

But I will have to look into that OpenGL stuff you mentioned.  I don't look at the official dev tools, but I will try to read about what is in them from 2nd hand information.
Title: RE: Gamecubes Graphics
Post by: NinGurl69 *huggles on December 23, 2003, 02:06:31 PM
Them next-gender graphics are sum'in, aren't they?
Title: RE:Gamecubes Graphics
Post by: Selochin on December 24, 2003, 09:36:18 AM
I read somewhere that the xbox is 256-bit...
Title: RE:Gamecubes Graphics
Post by: Hostile Creation on December 24, 2003, 11:24:37 AM
I read somewhere that there was one ring that ruled all the others, and it was of the dark lord that resided in Mordor and that the fellowship would go to destroy the ring and save the world OH WAIT THAT IS LORD OF TEH RINGS SORRY LOL!!!1!11!

Sorry about that.  It could be, actually, but I don't think it is.  Moral of the story is don't believe everything that you read.
Title: RE: Gamecubes Graphics
Post by: Grey Ninja on December 24, 2003, 01:41:22 PM
I assure you it's not.  I don't know how to explain this without using too many technical terms, so I will just say this.

Athlon 64 just came out a few months back right?  You know what's so special about it?  It's 64 bit.  The problem is that the only OS that is made for a native 64 bit CPU right now is Linux, so Microsoft is scurrying like a swarm of cockroaches to prepare a 64 bit version of Windows XP.

Now.  The Xbox uses a variant of a 733MHz Celeron processor.  If it was 256 bit, why would the Athlon 64 be such a big deal?
Title: RE: Gamecubes Graphics
Post by: mouse_clicker on December 24, 2003, 01:56:55 PM
Quote

he problem is that the only OS that is made for a native 64 bit CPU right now is Linux, so Microsoft is scurrying like a swarm of cockroaches to prepare a 64 bit version of Windows XP.


Hahaha, that's hilarious!
Title: RE:Gamecubes Graphics
Post by: DrZoidberg on December 24, 2003, 02:15:08 PM
i herd ps2 woz bettah cuz dey r gonna clusterlink the entire marketshare of ps2's into one super hypread cluster console of massive kahmayahmayah waves of doom while processing melting points unit troops highscoreboards

which console has the best wire colour, now that's a debate we should move into.
Title: RE:Gamecubes Graphics
Post by: mouse_clicker on December 24, 2003, 02:16:42 PM
Actually, Zoidberg, that's something Sony's thinking about for the PS3, which they want to put the Cell processor in.
Title: RE: Gamecubes Graphics
Post by: DrZoidberg on December 24, 2003, 02:18:55 PM
massive kahmayamaya waves of doom? oww geez, that will be quite the botheration.
Title: RE:Gamecubes Graphics
Post by: mouse_clicker on December 24, 2003, 02:25:47 PM
While massive kahmayamaya waves of doom would indeed be annoying, I meant more the clusterlink thing. They plan on having the PS3 be a permanently online console and combining the processing power from all the consoles to run your games, which you will download.
Title: RE:Gamecubes Graphics
Post by: Hostile Creation on December 24, 2003, 02:36:21 PM
Ew, that sounds like a nasty idea to me.  Aside from it not appealing to me in a personal way, there are so many ways that they could A) Screw it up, or B) Design it so that it makes it very easy for other people to screw it up.
Title: RE:Gamecubes Graphics
Post by: Shadow Fox on December 24, 2003, 06:01:13 PM
Quote

Originally posted by: Grey Ninja
I assure you it's not.  I don't know how to explain this without using too many technical terms, so I will just say this.

Athlon 64 just came out a few months back right?  You know what's so special about it?  It's 64 bit.  The problem is that the only OS that is made for a native 64 bit CPU right now is Linux, so Microsoft is scurrying like a swarm of cockroaches to prepare a 64 bit version of Windows XP.

Now.  The Xbox uses a variant of a 733MHz Celeron processor.  If it was 256 bit, why would the Athlon 64 be such a big deal?
I believe this guy is talking about the Xbox GPU being 256-bit, in which he's slightly correct- both the GCN and Xbox graphics engines are 256-bit, but the actual GPU's themselves are 128-bit cores.

So, 128-bit graphics, 32-bit/64-bit console...confusing, no?

-Official Ninja of PGC
Title: RE: Gamecubes Graphics
Post by: Grey Ninja on December 24, 2003, 06:50:17 PM
Fair enough.  Unfortunately I lack the advanced 3D graphics knowledge to fully understand why this would be the case, but I suppose I will take your word on it.  
Title: RE: Gamecubes Graphics
Post by: Renny on December 24, 2003, 09:53:05 PM
Xbox. Those translucent green jackets are the super-cool.
Title: RE: Gamecubes Graphics
Post by: ThePerm on December 25, 2003, 07:13:40 PM
my penis is more beautiful then any graphics on any console. Of course this is all a matter of opinion  
Title: RE:Gamecubes Graphics
Post by: thUnd3Rm0nk3y on December 27, 2003, 10:35:17 AM
Quote

Originally posted by: Grey Ninja

GameCube has no shaders, but the CPU is powerful enough to do such effects in software.

Correct me if I'm wrong, but wasn't the TEV confirmed to be a color combiner? And a pixel-shader is just a cute name for a color combiner.

There was a thread at the Beyond3d forums about the GCN's TEV with a dev getting pretty close to breaking some NDA's and revealing some sexy info about the GCN.

http://www.beyond3d.com/forum/viewtopic.php?t=1603&highlight=tev
Title: RE: Gamecubes Graphics
Post by: manunited4eva22 on December 27, 2003, 10:42:37 AM
I don't have time to explain CELL and all, but I could spend a few hours.  Just understand this.  Take about 32 Gamecube processors, shrink them down and make them onto one chip.  That is CELL in a nutshell.  The problem  with it is the compiler has to be nothing short of excellent to allow all of those cores to be doing something at one time.

As for the Athlon 64 mess and all, There is proof, as well as intel stating, that they have an x86-64 variant already ready (it's built into the next Processor, Prescott, which is due in Feb) so if Intel wasn't involved in the delay with microsoft and windows xp 64 bit edition, then microsoft is unusually slow, even for themselves.
Title: RE:Gamecubes Graphics
Post by: KatanaBladeX on December 27, 2003, 11:19:11 AM
Gamecube excels most in small load times.  It also has considerable more image quality than PS2.

However, PS2 can mass more polygons (see ratchet and clank) and Xbox has superior sound (Dolby 5.1 in game).

But just play the games.
Title: RE:Gamecubes Graphics
Post by: kirby_killer_dedede on December 27, 2003, 02:57:06 PM
Hola.  Anyone seen Elf? Damn, that's annoyingly funny.  BACK TO THE SUBJECT...

I agree with Grey Ninja.  Specs tend to be...misleading.  I mean, truly, PS2's graphics engine is the worst, but I don't think I'm the only one who's checked out FFX.  It exceeds anything I've seen on the GC (no offense, Ninty, ur still my fave), and matches up with Xbox's beautiful Ninja Gaiden.  Think about it.  Good programmers can turn a sucky console into an okay console.  It averages out.  Of course, bad programmers can turn a sucky console into a suckiER console, but let's not get into that.
Title: RE: Gamecubes Graphics
Post by: NinGurl69 *huggles on December 27, 2003, 07:54:49 PM
Why are the character models in FFX kinda... shaky, or twitchy?  Not incredibly fluid like those in Silent Hill 3 or the RE Remake.
Title: RE:Gamecubes Graphics
Post by: mouse_clicker on December 27, 2003, 08:01:16 PM
In my opinion, Resident Evil 4 blows everything else at out the water. And technically speaking, Rogue Leader and Rebel Strike do, too. FFX looked great at the time, but it's been surpassed. Halo looked very comparable and in my opinion Metroid Prime looked better. Ninja Gaiden certainly looks great, but I think Halo 2 looks better, and that's using less polygons than Halo. Like I said, though, Resident Evil 4 is just leagues ahead of everything else- it looks much better than REmake or RE:0, in my opinion, and it's all realtime.  
Title: RE:Gamecubes Graphics
Post by: Shadow Fox on December 27, 2003, 09:10:41 PM
Quote

Originally posted by: mouse_clicker
In my opinion, Resident Evil 4 blows everything else at out the water. And technically speaking, Rogue Leader and Rebel Strike do, too. FFX looked great at the time, but it's been surpassed. Halo looked very comparable and in my opinion Metroid Prime looked better. Ninja Gaiden certainly looks great, but I think Halo 2 looks better, and that's using less polygons. Like I said, though, Resident Evil 4 is just leagues ahead of everything else- it looks much better than REmake or RE:0, in my opinion, and it's all realtime.
Super-ditto.

And to KitanaBladeX, PS2 cannot push more polys than GCN, as it's theoretical peak is 66 million polys per second with no light and gouraud shading.  GCN's LSI is capable of 90 million polys per second with 1 light and gourald.

Plus, Ratchet and Clank MAY surpass 10 million polys/sec, while a GCN game surpassed this AT LAUNCH- often at 60 frames per second, to-boot.

Let's just put it this way:  PS2 and GCN/Xbox are leagues apart- if not for the major inclusion of a GPU in the newer consoles as opposed to Sony, along with many other effects (hardware multitexturing/lighting/shadowing/etc).

It's kind of hard to say a non-T&L graphics engine melded into a CPU is in any way superior to a true GPU with loosely fixed and programmable T&L engines.

The PS2 does have the best realworld fillrate, but what's 1Gtexel/sec if you're only running the core at RISC 297mhz and downright laughable texture-read bandwidth?

In my own way, I kinda wish PS2 had flopped, so developers wouldn't be wasting more time fighting the damn thing with code, and instead produce more quality games on Xbox/GCN.

Just think...how many titles could Capcom have completed in the time it took to complete Onimusha, or Square with FFX?

-Official Ninja of PGC
Title: RE:Gamecubes Graphics
Post by: Uglydot on December 28, 2003, 03:20:32 AM
I like playing my cube, and the grafics are pretty.  I will spend my time worrying about my pc grafics cards etc, given any game you will pick for your gcn will work, and look at least decent.  Don't really care who has slightly better grafics or not.
Title: RE: Gamecubes Graphics
Post by: NinGurl69 *huggles on December 28, 2003, 12:25:38 PM
My graphics card has 16mb of memory.  It chokes while playing Ghost Recon.

BUT IT CAPTURES HI-REZ VIDEO LIKE REBECCA CHAMBERS HAS *NICE* SHORTS.
Title: RE: Gamecubes Graphics
Post by: KDR_11k on December 29, 2003, 09:15:23 AM
What bothers me is the Cell. It's supposed to be massive multiprocessing, right? Now, that means you have quite a lot of cores of the same design. However, chips don't come cheap and if they want a competitive price they'll have to use either slow chips or few cores. It sounds great to have the processing power of a Cray in a gams console, but if it was that easy to just put 64 CPUs in a case and sell that for 200 bucks, why didn't people do that before? Why are multiprocessor systems still limited to areas where the cost doesn't matter much? I have my doubts that this Cell-thingie will really be 10k times more powerful than the PS2 (as promised by Sony), at least at any reasonable price. BTW, that "helping other consoles via internet" stuff is pure BS, the bandwidth and latency is insufficient for game usage (unless you can wait a second for the frame to arrive) and the other PS2s connected to that network will have enough to do on their own already and no time to spare for somebody else's realtime FF cutscenes.
Title: RE:Gamecubes Graphics
Post by: Saturn2888 on January 19, 2004, 07:42:15 AM
Quote

Originally posted by: KDR_11k
I'm not sure, but I think both the XB and GC are based on OGL1.x GPUs. The GF3/4 can only go up to OGL1.3, while ATI's r200 can do OGL1.4 (I think those are the PC equivalents of the XB's and GC's GPUs). Although I've heard the opposite I'm quite confident the GC can do pixel shaders (up to PS1.4), as the water in Super Mario Sunshine seems to use refraction shaders (looks a lot like the corresponding benchmark in 3DMark 2001). The XBox has slightly more RAM, which could equal more texture detail. Still not enough for the likes of UT2003, though.


Umm... ???  ATi didn't dev. the GCN hardware, it was ArtX who got cornered by ATi and bought out.  Dude, the R200 is probably not on the GCN hardware and if u didn't know, GCN prob. doesn't use OGL either and Microsoft would use DirectX8.1 on the XBox not OpenGL bc Microsoft wants more money for their DX8.1 API which is widely avalible comparing to DX9
Title: RE: Gamecubes Graphics
Post by: KDR_11k on January 19, 2004, 08:09:39 AM
Thanks, but that was cleared up like half a year ago. Your sentences are barely readable, you should try writing english instead of abbrev. spk..
Title: RE: Gamecubes Graphics
Post by: Chode2234 on January 19, 2004, 08:11:59 AM
I can't believe these threads still get so much attention and mindless debate.  Does it really matter or worth debate?
Title: RE: Gamecubes Graphics
Post by: NinGurl69 *huggles on January 19, 2004, 11:30:45 AM
Shame on you and me for keeping this thread alive by posting in it.
Title: RE:Gamecubes Graphics
Post by: Shadow Fox on January 20, 2004, 01:52:57 AM
Quote

Originally posted by: Saturn2888
Quote

Originally posted by: KDR_11k
I'm not sure, but I think both the XB and GC are based on OGL1.x GPUs. The GF3/4 can only go up to OGL1.3, while ATI's r200 can do OGL1.4 (I think those are the PC equivalents of the XB's and GC's GPUs). Although I've heard the opposite I'm quite confident the GC can do pixel shaders (up to PS1.4), as the water in Super Mario Sunshine seems to use refraction shaders (looks a lot like the corresponding benchmark in 3DMark 2001). The XBox has slightly more RAM, which could equal more texture detail. Still not enough for the likes of UT2003, though.


Umm... ???  ATi didn't dev. the GCN hardware, it was ArtX who got cornered by ATi and bought out.  Dude, the R200 is probably not on the GCN hardware and if u didn't know, GCN prob. doesn't use OGL either and Microsoft would use DirectX8.1 on the XBox not OpenGL bc Microsoft wants more money for their DX8.1 API which is widely avalible comparing to DX9
Both GCN and Xbox readily have DX8 AND OpenGL sdk's, and they are primarily used during third-party frontends for importing dynamic models and such.

GCN's DirectX8 support stems from its Codewarrior ISA and several programmable features herein, and OpenGL 1.1 and later can directly manipulate the Xbox programmble T&L units.

-Official Ninja of PGC
Title: RE: Gamecubes Graphics
Post by: AMac2002 on January 20, 2004, 12:04:14 PM
Answers from someone who owns a(n)...

Xbox: Xbox is best, then Gamecube, then Ps2
Gamecube: PS2 is worst, then Gamecube, then Xbox, but the difference isn't noticeable between those two
PS2: Graphics dont matter
Title: RE:Gamecubes Graphics
Post by: VoodooMerlin on January 20, 2004, 01:31:10 PM

If you took an informal poll, most people would agree that the PS2 is the weakest system. Sure.......check out Jak n Daxter or FF10. Not so weak after all.

There are game developers out there that can't do jack with the most powerful hardware and then there are developers that can work magic with less powerful hardware. It all comes down to the skill of the individual developer.

I like the PS2 answer "graphics don't matter". To a certain point, okay, but how many times have I heard THAT over the years? I've played a lot of video games and while I appreciate a good story as much as the next guy, even after playing 12 hours a day every day, I'm still a graphics whore.
Title: RE: Gamecubes Graphics
Post by: Renny on January 20, 2004, 02:25:25 PM
And you don't give two __ about gameplay? ;¬]
Title: RE:Gamecubes Graphics
Post by: SearanoX on January 20, 2004, 02:28:27 PM
Quote

Originally posted by: VoodooMerlin
If you took an informal poll, most people would agree that the PS2 is the weakest system. Sure.......check out Jak n Daxter or FF10. Not so weak after all.


Funny thing...Final Fantasy games use uberly high-poly models for all of the up-close in-game cinematics.  The gameplay stuff isn't anywhere near as good as that - characters have mitten-hands and relatively low-res textures.  Sure it's stressing the limits of the system, but if it weren't for the effects that Squeenix has amazing control over, it would be little more than average.

Title: RE:Gamecubes Graphics
Post by: mouse_clicker on January 20, 2004, 04:21:05 PM
There's a difference between "weakest" and just plain "weak"- while the PS2 may not be quite as powerful as the Gamecube or XBox, it's still very powerful in it's own right- look at Ico. That doesn't mean there are more graphically advanced games on the PS2's competitors.