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Messages - turkishpunkass

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a lot of people talk about how gamecube has a really powerful texturing unit, but how come we haven't seen much in action? Rogue Squadron had bumpmapping, yes, but still not on the level of Halo.

How much does it hurt GC performance to have bumpmapping enabled? is it a big hit?

Is the gamecube capable of DOT3 bumpmapping in hardware, or just embossed bumpmapping?

is the 24mb of mosys 1t-sram not enough for GC to draw as much hi-res textures as xbox?  

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Nintendo Gaming / graphical improvements in metroid prime 2?
« on: February 15, 2003, 12:14:24 PM »
i dont see how a constant 30FPS would make ANY part of MP impossible. it's not like Halo. it doesn't use dual-analog controls. with the lock-on targeting system, and the exploration-based gameplay, i doubt a constant 30FPS would have ANY adverse affect on gameplay. it would, however, give room for greatly enhanced image quality.

and since when can there be only ONE topic about metroid? this isn't even about metroid prime, it's about the sequel. I see no other post concerning the graphical upgrades in MP2.  

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Nintendo Gaming / graphical improvements in metroid prime 2?
« on: February 15, 2003, 12:02:45 PM »
What graphical improvements would you guys like to see in the next metroid game?

I would want to see a better lighting system. let's face it, the lighting in metroid was chunky as all hell. roll around in the morph ball, and rather than a smooth light gradient, you can clearly see the individual panels light up.

I would also want to see higher resolution textures. the textures in metroid looked good from a distance, but when you get right up close to the wall, they get far less detailed. with the limited memory, however, i don't know how much better the gamecube can do with creating higher resolution textures.

and also, even if it means dropping the framerate to a constant 30FPS, i would like to see some DOT3 bumpmapping in there. using polygons to give cracks in the floors and walls dimension is fine, but if you really want an entire texture surface to have a 3D appearence, you need to use bumpmapping, or else the polycount would be WAY too high.

oh yeah, and the water didn't look too good either, compared with SMS and SFA.

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