I don't know if this was posted before, but here. Great readhttp://revoeyes.blogspot.com/2007/09/wii-can-do-lot-more-graphically-factor.htmlKeep in mind that the interview is a translation though, so the English might be choppy.Edit: Factor 5 give us some details on the Wii graphical capabilities. Here's a small part of the interview:JE: The one thing which makes it probably harder for developers who are coming from the traditional direction is that the shader system inside the hardware works quite differently, you have something more right about that than the traditional AGI and the video pipelines. Because the thinking back when the basic graphics hardware structure was developed was to get very, very efficient, that hotwired a lot of things. But there're many possibilities in terms of how to use that hotwiring and actually rewire it, if you're clever about it. If you connect you can get a lot of shader effects which would've been on the 360 or the PS3. a new interview from factor 5
Care to summarize?a new interview from factor 5
[QUOTE=''Miyomatic'']Care to summarize?[/QUOTE]
hahaha, I'm as lazy as you :P
Says More advanced graphics are possible on Wii, but many developers, and publishers believe that they can save money by using poor graphics, and that people will let it slide because ''it's only a Wii game''.Says the Wii is easy to develop for and developers who put out poor graphics aren't trying. However, he admits that it may be difficult for some developers to utilize advanced shader effects on Wii. He says that Memory was their primary constraint on the GC, and says the Wii's added memory should fix this problem.Says Mario Galaxy is the first game that he thinks is actually doing new things graphically with the hardware.Says they may work on a Wii title in the future.
He basically says that Factor 5 can do a modiffed ''Lair'' engine on Wii and that this would be better than using the Rebel Strike engine because of the advances in technology since 2003. Here is a large portion of the interivew:''RG: Going with that... have you considered the option of sharing your previous development tools with other studios? Because Rebel Strike was an awesome looking game.JE: The Star Wars engine was never developed in a way that you can just sell it to somebody, because we never thought of it as something sellable. If we would do a new engine or something which is more around or current engine because with four years... it'll be the one which is basically been used as the basis for Lair. If we would do a Wii version of that, certainly that could be something which somebody could license. But I wouldn't just drop the old Rebel Strike stuff just onto somebody, because at this time I think we're so much more clever about the load of the data path issues, which you guys in the press never see because you get to see the finished game. So all of these things now that we're much more clever about. And it was way too painful back then. We don't want to take up the old engine, but having said that I would do a new engine, and certainly it'd be fun to do that on the Wii.RG: So would you start from zero or downgrade something that you've been using on Lair?JE: In terms of the data path and things like that, we would probably use what we're using nowadays really exactly because you can transfer that over. In terms of shaders and very specific things like physics, we would start from scratch, because you need to tail up that very much to the hardware.RG: Just one more question about that thing. Some other tools like the Unreal Engine are widely and easily licensed and used by many studios. We haven't seen a modified version of them for the Nintendo platform, which could make a full and easier use of its graphical and control possibilities. Why?JE: I think the issue with that... you would have to ask them. I think the more successful the Wii platform gets, the more Epic and other engine vendors will probably think about the whole thing. But if their engine is all thought about and all built around the current generation in terms of 360 and PS3 graphics hardware, then they might have a problem actually getting for example the data sizes down to a point where they work nicely on the Wii. Outside of that this guys usually haven't work much or at all in the GameCube days on the graphics side, and that comes down to exactly what you were asking earlier and I don't know if with their high end graphics program... as they're willing to look at the hardware and do something completely new. But I can imagine that there will be several engines coming out, also for the Wii, because the more successful it gets, the more people will ask about the pros of portability. But it is a tricky issue because you can take the PC and then you say ''for the PC and the PS3 and the 360, all have an arrange to kick off memory'' for example. That's so much more!, so all of your data structures... certain things within the engine always assume that you have that much memory, it might be practically impossible to go over to the Wii. So it really depends on your engine and if it was designed in mind with something very small and very large, and it's sometimes not very easy to scale in very large and very small.''
[QUOTE=''metaldave9999'']He basically says that Factor 5 can do a modiffed ''Lair'' engine on Wii and that this would be better than using the Rebel Strike engine because of the advances in technology since 2003. Here is a large portion of the interivew:''RG: Going with that... have you considered the option of sharing your previous development tools with other studios? Because Rebel Strike was an awesome looking game.JE: The Star Wars engine was never developed in a way that you can just sell it to somebody, because we never thought of it as something sellable. If we would do a new engine or something which is more around or current engine because with four years... it'll be the one which is basically been used as the basis for Lair. If we would do a Wii version of that, certainly that could be something which somebody could license. But I wouldn't just drop the old Rebel Strike stuff just onto somebody, because at this time I think we're so much more clever about the load of the data path issues, which you guys in the press never see because you get to see the finished game. So all of these things now that we're much more clever about. And it was way too painful back then. We don't want to take up the old engine, but having said that I would do a new engine, and certainly it'd be fun to do that on the Wii.RG: So would you start from zero or downgrade something that you've been using on Lair?JE: In terms of the data path and things like that, we would probably use what we're using nowadays really exactly because you can transfer that over. In terms of shaders and very specific things like physics, we would start from scratch, because you need to tail up that very much to the hardware.RG: Just one more question about that thing. Some other tools like the Unreal Engine are widely and easily licensed and used by many studios. We haven't seen a modified version of them for the Nintendo platform, which could make a full and easier use of its graphical and control possibilities. Why?JE: I think the issue with that... you would have to ask them. I think the more successful the Wii platform gets, the more Epic and other engine vendors will probably think about the whole thing. But if their engine is all thought about and all built around the current generation in terms of 360 and PS3 graphics hardware, then they might have a problem actually getting for example the data sizes down to a point where they work nicely on the Wii. Outside of that this guys usually haven't work much or at all in the GameCube days on the graphics side, and that comes down to exactly what you were asking earlier and I don't know if with their high end graphics program... as they're willing to look at the hardware and do something completely new. But I can imagine that there will be several engines coming out, also for the Wii, because the more successful it gets, the more people will ask about the pros of portability. But it is a tricky issue because you can take the PC and then you say ''for the PC and the PS3 and the 360, all have an arrange to kick off memory'' for example. That's so much more!, so all of your data structures... certain things within the engine always assume that you have that much memory, it might be practically impossible to go over to the Wii. So it really depends on your engine and if it was designed in mind with something very small and very large, and it's sometimes not very easy to scale in very large and very small.''[/QUOTE]Thanks for the summarization
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