For some reason I really want a PS3 dev kit to hack on now... Anyway, I seriously doubt cell-shading is more computationally expensive with today's hardware, though I lack the game programming experience to prove it. So I am just declaring my doubt.<div>
<br></div><div>*yawn* So tired...<br><br><div class="gmail_quote">On Mon, Jun 8, 2009 at 11:56 PM, Thomas Ilnseher <span dir="ltr"><<a href="mailto:ilnseher@eit.uni-kl.de">ilnseher@eit.uni-kl.de</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">Am Dienstag, den 09.06.2009, 01:37 +0600 schrieb Zato-2:<br>
<div class="im">> >On Mon, 08 Jun 2009 20:10:53 +0100, Thomaz de Oliveira dos Reis<br>
> ><<a href="mailto:thor27@gmail.com">thor27@gmail.com</a>> wrote:<br>
><br>
> >That is why Wii, with the most powerful hardware, has most games in<br>
> >cel-shading, and the others, like PS3 and 360, that has a really poor<br>
> >hardware, uses realistic graphics.<br>
><br>
> >I think we're all drinking WINE too much...<br>
><br>
><br>
> Wii specs:<br>
</div><a href="http://en.wikipedia.org/wiki/Irony" target="_blank">http://en.wikipedia.org/wiki/Irony</a><br>
<div><div></div><div class="h5"><br>
> <a href="http://www.wiisworld.com/wii-specs.html" target="_blank">http://www.wiisworld.com/wii-specs.html</a><br>
><br>
> Central Processing Unit (CPU)<br>
> IBM Broadway 729MHz<br>
> Graphics Processing Unit (GPU)<br>
> ATI Hollywood 243MHz<br>
> Supported Resolution<br>
> Up to 480p<br>
> System Memory<br>
> 88MB<br>
><br>
><br>
><br>
> PS3 specs:<br>
> <a href="http://playstation.about.com/od/ps3/a/PS3SpecsDetails_3.htm" target="_blank">http://playstation.about.com/od/ps3/a/PS3SpecsDetails_3.htm</a><br>
><br>
><br>
><br>
> CPU: Cell Processor<br>
><br>
> * PowerPC-base Core @3.2GHz<br>
> * 1 VMX vector unit per core<br>
> * 512KB L2 cache<br>
> * 7 x SPE @3.2GHz<br>
> * 7 x 128b 128 SIMD GPRs<br>
> * 7 x 256KB SRAM for SPE<br>
> * * 1 of 8 SPEs reserved for redundancy total floating point<br>
> performance: 218 GFLOPS<br>
><br>
> GPU: RSX @550MHz<br>
><br>
> * 1.8 TFLOPS floating point performance<br>
> * Full HD (up to 1080p) x 2 channels<br>
> * Multi-way programmable parallel floating point shader<br>
> pipelines<br>
><br>
> Sound: Dolby 5.1ch, DTS, LPCM, etc. (Cell-base processing)<br>
><br>
> Memory:<br>
><br>
> * 256MB XDR Main RAM @3.2GHz<br>
> * 256MB GDDR3 VRAM @700MHz<br>
><br>
> 2009/6/9 Owen Shepherd <<a href="mailto:owen.shepherd@teknetium.com">owen.shepherd@teknetium.com</a>><br>
> On Mon, 08 Jun 2009 20:10:53 +0100, Thomaz de Oliveira dos<br>
> Reis <<a href="mailto:thor27@gmail.com">thor27@gmail.com</a>> wrote:<br>
><br>
> That is why Wii, with the most powerful hardware, has<br>
> most games in<br>
> cel-shading, and the others, like PS3 and 360, that<br>
> has a really poor<br>
> hardware, uses realistic graphics.<br>
><br>
> I think we're all drinking WINE too much...<br>
><br>
><br>
><br>
> I looked up many of the "cel-shaded" games for the Wii and<br>
> most of them ignored outlines &<br>
> character lighting. Of the ones which did implement them, it<br>
> was painfully obvious that they<br>
> were using 2D billboards for the characters.<br>
><br>
> This is a given; the Wii just can't do real cel shading<br>
> because it lacks shader hardware.<br>
><br>
> Perhaps the reason more Wii games use a form of cel shading is<br>
> because the hardware is<br>
> incapable of realistic graphics and imitating cel shading and<br>
> because of the audience of<br>
> their games, rather than technical reasons?<br>
><br>
><br>
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</div></div><font color="#888888">--<br>
Thomas Ilnseher <<a href="mailto:ilnseher@eit.uni-kl.de">ilnseher@eit.uni-kl.de</a>><br>
</font><div><div></div><div class="h5"><br>
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