Unreal 3 Engine to Skip the Wii
Mark Rein, speaking with Chris Kohler and Game|Life, has stated that Epic's next-gen Unreal engine will never make it to the Wii. Touting the virtues of high-definition gaming, the 360, and the PS3, Rein said that their engine is simply not designed for Nintendo's hardware. He also quickly mentioned the upcoming deal between Epic and Square Enix: "It's definitely a challenge to convince Japanese developers to work with a third-party technology like ours. But Square Enix, they're the granddaddy. I'm hoping that'll be pulling the stopper out of the drain, and we'll gradually crack that nut. We've been looking to hire somebody in Japan, to be our representative there. " Update: 02/06 04:19 GMT by Z : Accidentally misattributed the interview to CVG when it was a Game|Life piece. Fixed. Also, Chris made sure to point out that a partner of Epic's is trying to get UE3 onto the Wii, so ... maybe someday?
I am sure they will plenty of other engines for Wii. Maybe even a few just for it.
Half of writing history is hiding the truth.
"I'm hoping that'll be pulling the stopper out of the drain, and we'll gradually crack that nut."
Yeah, better jump under that bandwagon before the train leaves the station!
OMG! Wau!
Sorry, didn't realize they were only referring to the next-gen version of the engine. I know, I know, "Please read the summary before responding. It's fun. It's like reading, but ... of the summary."
Apology to Ubuntu forum.
Unreal has/had the best software rendering engine so the answer to LOD would be no.
if you steal from one source, that is plagiarism, if you steal from many, well, that's just research.
Huh? Nintendo came out said (and proved through actions) that the Wii was not about graphics, but gameplay. Why should it be a surprise that Epic took that to heart and decided not to invest in getting it's latest engine to run on underpowered hardware?
And really, is this a loss for Epic or Nintendo? If a killer game comes out using unreal 2 I think I'd still buy it.
I thought this was known back in August/September?
...
I swear I saw an interview saying that Red-Steel was an Unreal 2 Engine game and it was unlikely the Wii could support an Unreal 3 Engine game
The fact is that the Unreal 3 Engine was designed with a reasonably powerful GPU (probably in the Geforce 6800 range) and a reasonably powerful CPU (AMD X2 3800+ as a guess) in mind and the Wii simply isn't in the same league. The Wii should be able to handle the Doom 3, Unreal 2 and (maybe) the Source engine which are all solid game engines which should be good for several years.
Is the Unreal engine for FFXIII? If that's the case, then does that mean this deal happened quite a while ago?
"never make it to the Wii"
That sounds like a painful medical problem.
Monstar L
No, its because the Wii's graphics card isn't capable of doing the kind of things that this engine is designed for, which is obviously delivering realistic graphics, which isn't the focus of the Wii. Seems abit stupid to gut the main feature out of the engine just to get it to work, only to have an engine equivalent of the previous generation.. I could be wrong, but didn't they say the Unreal 2 engine would work fine on the Wii?
What version of the Unreal engine didn't support "high def" resolutions?
Oh, that's right... None of them... Yet they all managed to support running at a lower resolution too. This is a huge load of marketing bullshit.
Besides, they'll change their mind and compile it for the Wii (and the PS2) as soon as not doing it costs them a licensing agreement. (Unless Microsoft or Sony is paying them actual cash to be High-Def only?)
So Epic wants to have a "representative" in Japan, but their newest engine doesn't support Wii? Doesn't Nintendo own the market over there?
This is not a troll. Anyway, who cares? The whole point of the Wii is not to deliver stunning movie-quality graphics. The point of the Wii is to change the way games are played. High end graphics are overrated anyway. Doom 3 and Quake 4 both have fantastic fx but the game play is not innovative and is boring. WarioWare for the Wii has minimal graphics, but IMHO, is very replayable. I know I'm sounding old here but I'm sick of the argument that graphics are everything. In other words, the PS3 and the Xbox 360 may render a piece of crap in high detail... capturing all the intricate details and using 16X anti-aliasing to render the post steam convecting off of it... but it still a piece of crap. I want to be able to play with that piece of crap... toss it around like bowling or in tennis. I can do this with the Wii and it smells fantastic.
Yes! I listen to NYC Speedcore and do math at 3AM. I suggest you try it too.
It's the same with PC's, either the graphics hardware is up to the task or it isn't. There is no reason to spend more money crippling your engine to run on a specific console when you know what it will look like anyway. When people bought the Wii, they basically bought a Game Cube with a cool controller. I'm not saying the Wii isn't entertaining, I'm just stating the fact that the hardware was not designed for good graphics quality (by today's standards). Just don't hold your breath for some stunning new engine for hardware such as the Wii.
If you make Formula One cars, it's not "shooting yourself in the foot" to ignore the go-cart circuit. Go carts may be fun and they may be way more plentiful than Formula One cars, but you're not going to get your customers really excited about your F-1s by saying, "look, we also have a huge presence on the go cart circuit!"
It says nothing worse about their business sense or their market savvy than the fact there is no Zelda:TP for the 360 or PS2. Zelda may have sold well on those platforms, but it was designing for the unique capabilities of the Wii. Unfortunately, the Wii doesn't also have the capabilities to handle the needs of the Unreal Team.
BTW, you're gonna see a lot of this. There are a lot of games that will look awesome on the other platforms but will not look good on the Wii. Nintendo made their choice and they picked Fun and Inexpensive. A lot of games striving for high-end visuals will opt to go with the platforms that chose High-End Visuals rather than put out a port that looks like Far Cry.
It could be that Unreal 3 simply has too much overhead to be practical on GameCube, but I have my doubts about that. While the new-gen consoles are very powerful, it's not exactly like the Wii is a complete slouch in terms of processing power. Games tend to be fairly scalable by their very nature. After all, there's nothing that *demands* a certain number of polygons in a scene. I worked at a company that (in a different division) made kids games using the Unreal Engine. They even integrated a software-renderer for the inevitable compatibility problems that would crop up.
My guess is that, as alluded to, Epic felt that the market simply wasn't/wouldn't be there for a middleware engine. It could be that they were predicting the demise of Nintendo's new console, and simply guessed wrong.
If they suddenly realize there *is* a big middleware market, I'd guess you'll see a pretty quick about-turn. It's not all that hard to port an engine that already has proper abstraction layers in place (which Unreal3 surely has, being cross-platform). The GC was one of the more straight-forward systems to develop for, and I'd imagine the Wii is no different (although I'm not developing for it at this point).
Irony: Agile development has too much intertia to be abandoned now.
1) Yes, but the latest version of Unreal is something else.
2) The Unreal Engine is designed for hardware with shaders. The Wii hardware doesn't have full-fledged shaders like the PS3 and 360 have. Even if Unreal 3 would run on the Wii, there would be no point. Without shaders, you couldn't do any of the fancy lighting and texture effects that Unreal 3 is designed to enable.
Ultimately, it's just Epic admitting that the Wii isn't designed for the kind of games that will use Unreal 3. And that's OK, Nintendo has its niche, Epic has theirs.
A deep unwavering belief is a sure sign you're missing something...
You're forgetting the flip-side to that argument. There are a large category of games that are *expected* to look great. Zelda: TP got a lot of flack for looking last-gen, because people expect Zelda to both have great gameplay *and* look pretty. Licensing something like Unreal 3 frees a lot of developer resources to working on other things besides the graphics engine, allowing for better gameplay.
A deep unwavering belief is a sure sign you're missing something...
Exactly! I actually think the graphics on the Wii are _too_ flashy! All those polygons are detracting from my gameplay experience, when really they could satisfy me with simple cubes and squares to represent the players. Why not have Wario be a cube with a W on it, Link a green pyramid with an L, etc. And now seeing as they aren't going to have one of the industry standard engines on the Wii, well, we should probably reduce the expected level of graphics requirements that gamers want since getting anywhere will be that much harder. ...
Ok, I can't continue with that. But seriously, just because it doesn't have the "leading edge in graphics" doesn't mean it has no graphics, or is going to get along with stick figures. Its more powerful than the Gamecube, and the cube had some pretty nice looking games last generation, at least on par with the Xbox and PS2, and in many cases (personal opinion, of course), exceeded them. And yes, yes, the Wii is all about gameplay and not graphics, BUT getting to at least the bar set by the last gen is hard enough - the bar is only going to get higher. Line up a late gen PS1 game next to a late gen PS2 game (or N64 to GameCube). Its a pretty big difference. How do you get to that bar and possibly surpass it while still having lots of resources to focus on the gameplay? By having someone else do the work of course! That's where engines like Unreal come in - they do all the fancy shading techniques so you don't have to. You have extra costs in the terms of artists, but in your average shop the realities of the situation are artists and art techs are cheap, graphics engineers are not. Its a shame they're losing Unreal, which is a great engine. I don't know if Unreal2 is on the Wii, but it seems likely given the similarities to the GameCube.
To sum up: gameplay for graphics was a trade-off made by Nintendo to reduce costs for the system. Its not quite the same for gamedevs - you don't magically get a game thats more fun by firing all your graphics engineers and hiring 2x more designers. You still make models, textures, build sets, etc. Its at least as much work as it was last-gen. BUT those tasks can be done in parallel, and having the code partly done for you gets them completed faster.
Why would you need anything on the Wii in UE3 that UE2 Cant Already Deliver?
The Reply is simply you wont, its a smart move on Epics part
Is anyone really surprised that UE3 won't run on the Wii?
I mean, far be it from me to drone on about hardware limitations, but the Wii wasn't even made for that kind of software. It's all about gameplay, man, the gameplay! When will you people learn that the ability to wave a stick around offers endless gameplay possibilities?!? You can pretend it's a sword or a bat or a racket or a longer stick or some bat/sword hybrid. A bword, if you will. The Wiimote responds to your every movement, duh. It then translates that movement into a general "the Wiimote is moving" signal which then triggers one of three generic sword-swinging animations. How can you not see the potential?
Seriously, though: there may be a shortage of horsepower for the Wii, but thankfully the world will never run out of people to say "Man that game would be soooo awesome using the Wiimote".
Does Unreal force you to use the level of detail that's currently found on the Xbox 360 and PS3?
Releasing a sub-par version for the Wii would give them a bad reputation among consumers seeing their products on the Wii. Consumers don't know or care whether the limitations are due to the hardware or the software. All they would know is "Unreal sucks" if they saw it on the Wii. It would be a bad business decision to do that.
I don't respond to AC's.
There's no reason Twilight Princess couldn't use conventional controls, any Wii-specific stuff is superfluous at best and sometimes more of a main than a joystick.
<xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
> There's no reason Twilight Princess couldn't use conventional controls, any Wii-specific stuff
> is superfluous at best and sometimes more of a main than a joystick.
Probably because it was released on the wii and the GC, which lacks a WiMote.
Democrat delenda est
His point exactly - Zelda isn't a Nintendo exclusive for technical reasons, obviously..
"because people expect Zelda to both have great gameplay *and* look pretty."
I think you're confusing "artistic style" with "shiny polygons." Nobody complains when a new Zelda game graces the GBA, nor was there much outcry about the 2D Four Swords Adventure on the GCN.
The only people complaining about TP's lack of polygons were the ones who were new to the franchise and/or thinking the Wii was outselling the PS3 because it has better graphics.
And really, is this a loss for Epic or Nintendo? If a killer game comes out using unreal 2 I think I'd still buy it. I think you're missing the very obvious point: if Epic doesn't port the Unreal 3 engine to Wii, then that's Y games that won't be appearing on the Wii.
Here's how it works:
1). Publisher creates game for Xbox360 using Unreal 3 engine
2). Publisher realizes he can rework the control scheme, turn down the model polygon count and texture resolution, and recompile the code for the Wii engine at marginal extra development cost. The profit and revenue generated from hitting an extra market (of 10+ million consoles or however many Wii's are out there) far outweighs the porting cost.
3). Publisher sells video game for not only Xbox360, but Wii also
4). ???
5). Profit!
If the engine isn't there the Wii can't play the game.
The people who own wiis, or the target audience for wiis compared to the target audience of Unreal are like comparing Slayer fans to Radiohead fans, they're so far apart it's like night and day almost. I mean there's really no reason to have unreal on the wii when it's on every other platform. That said, there will be FPS titles on the wii and I'm sure a developer with a 3d engine developed for the wii will emerge as the defacto wii 3d engine soner or later, or a ported engine will take that place until something beter comes along. It obviously won't be able to compete graphically, but the gamers on the wii are looking forward to Mario Planet (or whatver it's called) or Metroid Prime to establish what we can come to expect from the wii in graphics as well as gameplay, we don't particuariuly care if unreal makes it to wii or not and we know the hardware isn't going to support Crysis or Company of Heroes really - but that's not the wii's niche anyways.
Gaming for over 25 years
Aiming the bow (or boomeraing, or whatever else) is much, much, better with a pointer than with an analog stick.
People who have never actually tried the system, and are just talking out their ass, tend to assume the Wii has nothing but motion sensing, but it's not so.
My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
According to the article Red Steel is based on the Unreal 2 engine. And the game play on that is great. I was a little worried about the accuracy of the WiiMote, but after playing the game it proved to be much more accurate than other games, meaning that the driver for WiiMote input used by Red Steel is much more sophisticated than the other games and not a hardware problem as I had originally feared, but I digress.
Unreal 3's advantage over previous engine seems to be primarily graphical. I'm going to venture that the reason that it won't be applicable to the Wii is that cutting effects enough to run on the Wii makes the advances of the Unreal engine largely irrelevant. I'm sure some form of it will be usable, but will it really be Unreal 3 at that point?
Apparently, unreal engine 3 sounded too generic, so the name is being changed to UE:SG, or Unreal Engine: Sour Grapes.
I have freaks! I did something right...
Ok so basically nobody is going to be able to make horrendously ugly "realistic" graphics that end up looking like a 12 year old made them in bryce and poser right?
Nintendo must be sweating bullets.
>>All they would know is "Unreal sucks" if they saw it on the Wii.
How so? They would be comparing Unreal to other games on the Wii, not Unreal on the Wii compared to a different game on another console.
Unreal Tournament & Unreal Tournament 2004 were excellent FPS games. You can take the original on an old PC, turn the graphic settings down, and guess what? It's still loads of fun. (Facing Worlds + Low Grav, FTW!)
Personally, as much as I love Epic, this smells a bit of a copout. They could take their latest and greatest Unreal Engine3, lower the textures and poly count, and I bet it would run fine on the Wii. The problem is that you can't just port it to the Wii without putting a bunch of work into making control with the Wiimote more than just a novelty.
"If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
But Square Enix, they're the granddaddy. I'm hoping that'll be pulling the stopper out of the drain, and we'll gradually crack that nut.
My poor little grammar^W English nazi head just exploded :(
I am the man with no sig!
Perhaps you missed the word "full-fledged" in the parent post. Or were you implying that the shaders are equivalent in PS3/360 and Wii.
The new Wii controller isn't necessarily going to work with "traditional" games like Unreal. Red Steel for example was completely crap... even if you factor out the bad graphics and horrible voice acting, the gameplay itself was pretty lame *because of the controller*. For me at least, the Wiimote is going to supplant, not replace, the existing types of games out there. When GTA4 comes out I'll grab a PS3 or 360, but when friends come to visit I'll throw WarioWare up on the Wii for everyone to laugh until it hurts.
501 Not Implemented
"we'll gradually crack that nut"
;)
That phrase is just throbbing for a good Wii joke!
Your 5 step process falls apart around #2. It's not as trivial as you imply and you make two assumptions that aren't justified.
I'm not sure if a lot of people know much about Gamecube hardware, it clearly has more horsepower than the PS2, the reason you couldn't always see the difference was because developers were throwing around ports rather than building games from the ground up. Resident Evil 4 is a perfect example of graphical superiority over the PS2 in every way. PS2 couldn't render RE4 cut-scenes (as Gamecube did) and relied on FMV throughout the game. Besides that, Red Steel on the Wii uses Unreal 2.5, for those who wanted to know. The reason for 3.0 not going to the Wii is obvious, Epic isn't focused on Wii development. But it's wrong to assume it'll NEVER happen, because Mark Rein himself stated the following in a CVG interview back in September: "You know, Unreal Engine 3 can't run on Xbox 1 or PS2 either - and that's not to say that some of licensees wont find a way to shoe-horn it into [the Wii], we certainly have some licensees that are doing some experiments in that area and it could very well happen." This means that licensees are experimenting with UE3 on the Wii, it can happen, but it won't look anywhere near Gears of War quality.
In a nutshell:
The UE3 engine is heavily built around pixel shaders. Everything it does is based around shader support.
The Wii is not capable of doing pixel shaders. The hardware can't do it. Period.
Take away the shader support, and UE3 becomes no different than UE2. Note that UE2 does, in fact, support the Wii platform.
This is a hardware issue, it has pretty much nothing to do with Epic.
> you don't magically get a game thats more fun by firing all your graphics engineers and hiring 2x more designers
.. don't you ever give me that apocolypical mental image again. ;)
Shudder
"Old man yells at systemd"
1) Calling its Texture Stages with Logical Operations a 'shader' is abusing the terminology. At best, it has a PSEUDO-pixel shader, like the DX7 style texture stages, not the PROPER DX8 pixel shaders.
2) The Wii doesn't have vertex shaders -- unless you write your own. Are you going to call CPU skinning a 'hardware vertex shader' ??
So it's not ridiculous to claim the Wii has no shaders. I agree with the gp "the Wii doesn't have full-fledged shaders" At best, it has 1/2 a pixel shader.
Or do we need to take this to the 'rvl.graphics' group?
Good point, but as a Wii owner (and, like you, gaming for over 25 years, in my case more than 30 years, love them punch cards!), I'm not exactly worried about a paucity of FPS games.
Besides, we already have one Wii game that competes with CoH - Call of Duty - and that's on the Wii, so it's not like we're hurting for military combat sims.
-- Tigger warning: This post may contain tiggers! --
why would they make a Wii version of the Unreal 3 engine? the hardware the Unreal 3 engine is designed to take advantage of isn't present in the Wii, and the Unreal 2 Engine is perfectly capable of utilizing the Wii.
it would be a waste of money since they already have the Unreal 2 engine to sell to developers for the Wii.
Snowden and Manning are heroes.
That's not the problem. The problem is UE3 is designed to work with DirectX style hardware. The Wii GPU is very different from the GPUs in the 360/PS3, which are more like current PC GPUs. Epic would have to recode some of the low level parts of the engine to properly take advantage of the Wii GPU to get the same kind of effects they can get on the other systems. It's not just poly count and texture depth. It would be a lot of work, and not necessarily for any gain, since UE2.5 already works on the Wii.
just some guy
No, its because the Wii's graphics card isn't capable of doing the kind of things that this engine is designed for, which is obviously delivering realistic graphics, which isn't the focus of the Wii
But couldnt they just crank the graphics and textures down to nil? The wii isn't that crippled graphically.
This comparison is laughable. Do you think GPUs are Turing-complete like CPUs? The shaders in the Gamecube and Wii have a tiny instruction limit and no branching or loop support, among other problems. "Gamecube doesn't have full-fledged shaders" is perfectly accurate.
This is the same case with GPUs. If a program assumes circuitry thats not there on the processor, it won't run, full stop. The Wii does not have some render paths that new dx9 and dx10 engines may depend heavily upon - without the circuitry to handle the instructions, theres no way for these new programs to run.
Does that clear things up a bit?
In Amerika, Unreal Engine 3 doesn't play on Wii. In Soviet Russia, Wii are not allowed to play.
I had the pleasure of hearing a speech from Epic at The Tokyo Games Show earlier this year (titled "Opportunities for Japanese Corporations in Middleware for Next-Generation Hardware"). While Sweeney did a good job of coming off as confident, but not overly so, in the Unreal engine itself. He was willing to offer the mostly Japanese audience a handful of reasons why their engine is and isn't the right way for companies to go, based on what sort of game you're trying to make. I could tell that the Japanese developers around me were on the same page as Sweeney, based on their gestures and the fact that they were actually taking notes about things that he said.
After that, Jay Wilbur decided to add a few words. Or rather, to be American. Now, don't get me wrong, I generally approve of being direct and selling your selling points, rather than mentioning that, yeah, our product isn't going to butter your toast every morning... BUT... when dealing with a Japanese audience, upfront honesty is the best way to go. Sweeney also had the "I'm roughly Japanese-sized" thing going for him. When rotund Wilbur stepped up to the plate, he set a bad tone by telling the rather humble but proud crowd of Japanese developers that "You need this engine". I heard one guy whisper to his friend, "Where does this guy think games started? Huh? *WE* __NEED__ them? Pfft." (in Japanese, so that's paraphrasing, of course)
What started as a good, solid discussion into the benefits of buying A game engine, ANY game engine, was quickly derailed into a product pitch for THEIR game engine. The thing is, Japanese companies, despite what modernizations have happened here, are still rather loyal when it comes to their big huge purchases. They'd rather go with someone they know, and I'm fairly certain that if Wilbur had just said nothing, or said much less than he did, and used much less arrogance and self-pimping in his speech, that the Japanese crowd would have gone home thinking, "You know, there's a company that's honest about their product, and that's willing to come all the way out here to persuade us that game engines are worth buying. We should seriously think about buying theirs". Instead, a lot of people left the room shaking their heads, muttering things about "Typical Americans. All talk. All about them. (etc)"
The thing about dealing with a foreign country is to go in and appreciate their background, their culture, and their style of work. To go in and trample all over their acheivements in an attempt to hock your wares just doesn't cut it.
It's unfortunate that the Wii will get passed up by some people due to graphics, but really... I'm not worried.
The Wii gave gamers everything they wanted. The Wii seems like Nintendo took a bunch of gamers, and said "Hey, what do you want our new system to do?" And the gamers said "Well, we really don't give a shit about graphics, but this, this, and this, would be nice..." And Nintendo did it all.
Honestly, in terms of bang for your buck, the Wii is the best next-gen console out there.
$250, for the Wii? The Wii is almost as fun as my 360, The only problem is lack of current selection, and it still being VERY new. And it's just over half the price.
In terms of current entertainment, I'd say
Xbox360 > Wii
I frankly think the reason so many BAD games are coming out for next gen systems, is because they spend too much time worrying about what the game looks like, and not enough time worrying about how it plays, how fun it is, testing it, finding bugs, fixing things, changing things, ect...
In the end, the only thing that matters is how much fun you had.
Don't get me wrong, I've been labeled a nintendo fanboy by most people I know...
But red steel as an example of good game play? Give me a break. I own the title, and the controls outright suck. The FPS controls on a minigame in monkey ball are more responsive than red steel. From what I hear, far cry is a massive improvement, and of course we can expect metroid to be better still... but the controls in red steel are, to use the vernacular, teh suck.
"we'll gradually crack that nut"
;)
That phrase is just throbbing for a good Wii joke!
Damn, you: wii'll gradually crack that wii nut.
Jumpstart the tartan drive.
I think that Zelda TP looks great, I don't own the Wii version, but I've played it and I think it looks better than what the gamecube version does and I own the GC version. I love the game too and I'm a zelda freak.
hello
Step #4) No one buys the Wii version because it controls like they tried to shoehorn crappy Xbox controls onto the Wii. This conflicts with step #5, however.
But couldnt they just crank the graphics and textures down to nil? The wii isn't that crippled graphically.
Uhhh, compared to what the U3 engine is designed for... uh... yes, yes it most certainly is.
Sticking feathers up your butt does not make you a chicken - Tyler Durden
I just played it for the first time on my friends 72" plasma, and the cursor was much more accurate than I'm used to (of course my tv is only a 28" LCD so it could have been that). I've played the new monkey ball too, and I thought the controls for that were pretty rough, but maybe if I play more I'll get better. I sucked at red steel, but thats mostly because I kept moving both hands at the same time when you need to gesture with them independently. Maybe I'm overconfident, but I think when I master the controls it'll go pretty smooth.
You know, this whole graphics argument is getting Wii-lly Wii-diculous..
Tesla was a genius. Edison however was a overrated hack who liked to torture puppies.
Unreal Engine 3 skips the 2600.
1) "Proper DX8 pixel shaders" are just a fancy looking layer over register combiners. All it is is a syntax to convert your psudo-assembly into byte code. There are also macros to write shader code directly without using the seperate assembler. Guess what? They are almost exactly the same as TEV macros. I won't mention the fact that there are rougly twice the number of TEV stages and inputs than a "Proper DX8 pixel shader". I will also glaze over the fact that the texture units on the flipper allow for several levels of indirection, which is simply not possible on DX8 hardware.
2) My paired-singles skinning assembly *looked* a lot like vertex shader code... does that count? In all seriousness, good PS skinning code is about as fast as a vertex shader would be anyways. With all the nifty tricks that CPU allows you to do (not to mention the fast memory speed of the system) you end up moving around significantly less data than you do on an identical spec DX8 engine. The problem is of course you can't do anything in parallel while the CPU is busy. On the other hand, a good defered renderer will eliminate most of that problem letting the GPU chew on the last frame data while the CPU works on the current. There are some things that you can do better/easier using DX8 vertex shaders, but a lot of that functionality is provided by the Flipper's texgen unit on the GameCube.
The moral of the story is the DX8 shaders on the Xbox weren't "Proper DX8 shaders" either. There are several hardware specific extensions, as well as several limitations over the PC version of DX8. After having to backport a PC game to the Xbox, I became painfully aware of this (starts with a "T" ends with an "App").
And no, you don't have to get all Warioworld on us. This being the 21st century and all, I think we can have e-penis fights on the intarweb like adults. Newsgroups are so 1990s.
Exactly. The wii cant handle Unreal 3's engine. That is why its not coming to Wii.
Not always. It can be kinda like saying we'll make our brillant DirectX 10 only engine compatible with DirectX 7. Only problem with that is, you've gone and built your engine and the process with which you handle textures depends on some special feature that only DirectX 10 has. Sure, you could completely re-write the process.. and then perhaps change the parts that depended on that process cos of how you've re-done it, but would it really be worth it? You'd be better off writing a new engine from scratch to get better performance. :p
Imo of course, I could be wrong and its all just flicking a switch or something :p
"Full-fledged" was the key-word there. The Gamecube has shaders, but they're a step above register combiners, and not the general processors that you find on modern GPUs. They have a lot more features than the register combiners found in NV20-class hardware, but they're not fully programmable the way the shaders on modern GPUs are. Modern GPUs have shaders with looping, procedure calls, and a full instruction set capable of supporting a C-like language. The Gamecube's TEV's are still oriented around rearranging fixed-function blocks of effects.
A deep unwavering belief is a sure sign you're missing something...
We're not talking about lacking a few instructions here. We're talking about the difference between being a fully-programmable processor and not being one.
Even an 8086 is a "full-fledged" x86 in that it supports the basic semantics of x86 code, even if its missing a few features. The Gamecube's shaders are missing BRANCHING for god's sake.
A deep unwavering belief is a sure sign you're missing something...
The power of the system puts a major damper on the artistic style. Zelda: TP's art design looked incredible, but the Gamecube didn't do it justice. The oversaturation combined with the low resolution made things a little hard to see, and washed out details the artist's probably would've wanted to retain (and could've, with an HDR-capable GPU).
The main console Zelda has always been cutting-edge in graphical quality. The power of the N64 really allowed the N64s Zelda's to redefine what an adventure game should look (and play) like, and the Gamecube allowed the novel cel-shaded look of Wind Waker. Even "A Link to the Past", with its huge color-palette courtesy of the SNES, was a great-looking game for it's time.
So don't pretend Nintendo isn't giving up something with their low-power strategy. Zelda was always about great gameplay, but TP is the first one in a long time that also didn't push the state of the art in the technical department.
A deep unwavering belief is a sure sign you're missing something...
Oh, LTP was also one of the first games to use an 8-megabit SNES cart, allowing it to have a huge game-world compared to other games of the time.
A deep unwavering belief is a sure sign you're missing something...
Zelda: TP does look great (I own it too). But I remember when I got Ocarina of Time, and was blown away by how it looked. When I got TP, I was like "oh, this is pretty", but I didn't have the "totally new experience" feeling I had with OoT.
My point is simply that graphics are part of the whole package. Think back to some of the great games Nintendo put out on the N64. Would Mario 64 have been quite as immersive if it had looked like the blocky, pixelated games on the PSX? No! Mario 64 had the whole package, it played great, and it looked incredible. In a lot of games, good gameplay can make up for mediocre graphics, but in a series like Zelda, where you're expecting 99% of everything, it hurts to not even be competitive in the graphics department.
A deep unwavering belief is a sure sign you're missing something...
He said a *good* Wii joke.
Correct me if I'm wrong, but given what your saying, wouldn't it be about as easy to port X-BOX game Y to the Unreal 2 engine as to the Unreal 3 engine? Basically not easy at all?
But in any case if someone wants to port that game they will. This is probably not as big a story as it might otherwise sound.
You're right about the XBox, but that's kind of a moot point -- UE3 isn't going to be ported to the original XBox either, at least AFAICT. UE3 really seems to be targeted at DX9-10, even if they do plan on making it run eventually on some lower end PC hardware. So, let's just say the Wii doesn't have shaders in the sense of a 360 or PS3. The definition of a "proper shader" has been a moving target for several years now, and will continue to be that way. In the meantime, we can revel in the Wii's inexpensive hardware and focus on fun gameplay.
Yep, a mouse type controller isn't good for a FPS. Go figure... I'm being "sarcastic." I take it you're of the thumb-twiddling era, where as you think FPS games are best played by aiming with one's thumb on a cumbersome game controller that was designed for 3D platformers.
Red Steel sucked as a game. It looks far worse than many GameCube games and its AI is quite stupid. UbiSoft should be shot for making something this horrid in this day an age. Its controls alhough not refined, were clearly better than any thumb-aiming solution. UbiSoft implemented some odd features, like expecting you to move your arm out to zoom-in, but beyond that its controls offered speed and precision, something that is a farce with an anologue thumb-stick on any gamepad.
The Wii's controller is one of the best options for a FPS game, or any other game that requires a pointer, only second to a mouse. But unlike the mouse, it offers a more comfortable way to play a FPS, so it's better overall in this respect, and of course there's the whole 3D positioning thing...
I would rather play GTA on a Wii, since I could actually bash the guy naturally with a swinging motion, instead of just mashing down my thumb like a dweeb. But I'll gladly pick up a PS3 when tbey release a full blown GT for it and of course a steering wheel setup.
<]=)
Hypocrite!!!
...
What do they mean, that the engine is incapable of running in 480i/p?
Maybe they should have said they didn't feel like porting it... or that they didn't think it would sell well. Saying they were going to have some sort of technical difficulty porting the engine to the Wii is just ludicrous.
--The universe will not be altered by forum threads, even those which are very wry. --Tycho Brahe (Penny Arcade)
Nyet.
The GeForce 3 hardware had pretty much the same setup, under a different name.
The pixel shader compiler could translate the assembly language into the necessary texture stage parameters.
So it does at least have a pixel shader.
Admittedly not a great one.
Kayamon
Also,
I'm pretty sure that Epic is able to provide a compatibility layer between UE2 and UE3, so they can share models, maps, texture formats, etc... Also, if the API is similar enough, the same game logic should work with both.
Of course the graphics will be less impressive on the Wii, as it has less power... but does it really matters? I really don't enjoy playing FPS with joysticks... this kind of game is much better served with a keyboard/mouse combo, and the Wii controller is what most resembles this. So the Wii version might have the weaker graphics, but it might have the strongest gameplay.
Anyways, all the three consoles cost an arm and a leg around here at Brazil, and I'm talking about 5x the USA price! I guess I'll be keeping my PS2 for a looooong time, as probably most of the world outside USA/EUROPE/Japan.
---- You know how some doctors have the Messiah complex - they need to save the world? You've got the "Rubik's" complex
How do you get to that bar and possibly surpass it while still having lots of resources to focus on the gameplay? By having someone else do the work of course! That's where engines like Unreal come in - they do all the fancy shading techniques so you don't have to
No wonder FPS are all the same. How exactly do you focus on gameplay when you're using the stock engine ?
You mean RE4 quality on Gamecube was attained by using a stock engine ?
You have extra costs in the terms of artists, but in your average shop the realities of the situation are artists and art techs are cheap, graphics engineers are not
You really believe that the arts are not the biggest part of a game's cost ?
Its a shame they're losing Unreal, which is a great engine
They're not losing it, they don't get the new one. Anyway, you didn't expect PS3 quality FPS on the Wii, did you ?
To sum up: gameplay for graphics was a trade-off made by Nintendo to reduce costs for the system. Its not quite the same for gamedevs - you don't magically get a game thats more fun by firing all your graphics engineers and hiring 2x more designers. You still make models, textures, build sets, etc. Its at least as much work as it was last-gen. BUT those tasks can be done in parallel, and having the code partly done for you gets them completed faster
Actually, Nintendo estimated graphics would be good enough with the small upgrade, and this choice was made to reduce costs for the *games*.
They never talked about firing your graphics engineers, but about reducing the cost of game development. You think your graphics engineers are paid one month or what ?
They are paid for as long as they work on the game, and a higher graphics quality game means more work, meaning bigger costs, with the exact same number of graphics engineers.
You say stick figures like it's a bad thing.
Have you been touched by his noodly appendage?
From what I have read on nintendos patents their consoles are different in terms of how they do things then the 360,ps3 and the PC. The 360 and ps3 approach graphics in terms of how the pc does it. Nintendo has their own way of doing things. You cant just stick an engine from a pc on it. Example (hypothetical may or may not be true) pc and the other console makers might think hey lets build our console to push out as many polygons and put shaders on it. Nitnendo Might say Eh lets push out fewer polygons but make the textures better so you will need fewer polygons because the ones that are there will look beter. So if you then ported over an engine from the other consoles it will not look right because the hardware is different. Thats why Nintendos games usually look better. They are developed for their console. Evemn ubisoft on redsteel used a pc engine. So the unreal 3 engine will not help at all. Nitnendo should liscence out the metroid prime engines.
So you're telling me the Unreal 3 engine is purely eye candy upgrades?
When Epic went from Unreal 1 to Unreal 2 they introduced things like ragdoll physics, scripting enhancements, and vehicles, none of which were dependant on raw GPU performance.
I can't imagine Epic would be happy with a whole new game engine to simply put out better graphics.
"If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
So... will the Wii be able to run Duke Nukem Forever, or not?
Technically, not one online Wii game has come out period.
This is much more likely due to a lack of proper infrastructure at this point rather than Nintendo intentionally barring the way. Thesuccess of the DS's online service for both first and third-party games is a good indication of that.
Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
Is Warioware that bad? I was getting ready to sell of my copy of Rayman and pick it up. The 10 second load times + movies between 30 second play times is getting irritating.
I've heard bad things about SMB, so I guess I'm holding out for Mario Party.
Development houses follow the money trail. If the Wii ends up pulling a DS on the console industry, you can bet you'll see the UE3 appear on it. No one wants to be left behind on a run away hit. So many game publishers are kicking themselves in the rear right now for missing the boat on the DS. They could have had two years of strong games sales to have their product on the shelves, and are just only NOW getting their games out. Talk about being blind sided. And yet, here we are in Feb 07, and the Wii is STILL selling out EVERY DAY with people STILL LINING UP for the UPS truck at every store across the nation. Deja Vu? Maybe, but I can put money down some of these publishers and developers are going to be kicking themselves in the rear again.
well,as Wii can see on super mario galaxy and others,looks like the Wii,as the gcn has some kind of indirect texturing unit stuff this may allow it to do some ibl normal mapping stuff,so,why hell they just dont do that on UE2 and call it "unreal engine 2 Wii" ?
http://www.shadowprotectorate.net/forums/viewtopic .php?t=3174
I mod down pyramid schemes in sigs.
"Aiming the bow (or boomeraing, or whatever else) is much, much, better with a pointer than with an analog stick."
Aint that the truth. Anybody who has ever played through San Andreas on the PS2 should be able to attest to this. I'm irritated at both Microsoft and Sony for not recognizing this shortcoming and addressing it in their new consoles.
"I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)
This comparison is laughable. Do you think GPUs are Turing-complete like CPUs? The shaders in the Gamecube and Wii have a tiny instruction limit and no branching or loop support, among other problems. "Gamecube doesn't have full-fledged shaders" is perfectly accurate.
Back when no shader had branching or loop support, all had tiny instruction limits, we still called them "shaders", not "shaders which are not full fledged like the ones that will appear in the future".
Just like we called a 286 an "x86 processor" even though it lacks major features that we would consider critical today, like 32-bit mode. Turing completeness doesn't enter into it; a 286 can't run 32-bit code. Yet future features do not change the original definition.
I see the important distinction being made, but "full fledged" is hardly an accurate way to put it.
The enemies of Democracy are
The Epic - Square Enix deal may be good for Linux. The Unreal engine is ported to Linux.
Ahem, i am playing this game as we speak... :-)
No dead horse there.
Alright, I concede.
:)
;-)
:-)
You've made some _very good_ points, and I would have to agree with you, about shaders being aliases for register combiners. They certainly started off that way, and just got more general purpose along the way. I'm assuming you've checked out the sweet GeForce 8 hardware? We can finally mix and match vertex/pixel stream data. Yay!
I was hoping we were past the fixed pipeline phases on consoles, so if I were to define "proper pixel/vertex shader support" it would be:
- not fixed pipeline
- independent of the CPU (whether it is async or sync timing.)
So technically, while the Wii has '1st generation' shaders, I'd probably call it 0.5 Vertex Shaders and 0.5 Pixel Shaders. Your point about Paired Singles is well taken -- I guess I just miss the VU's from the PS2, but its good to know the paired-singles optimizes quite nicely.
Q. Where did you end up sticking your render geometry, Mem1 or Mem2? What about your collision geometry?
Newsgroups may be passe, but the "official" forums are still the best place to get tech(nical) info.
Grats on your back-porting your title -- I usually don't keep up to date with titles, and/or maybe I'm just dense
Very nice discussion, btw! Glad things were kept civil. I guess we're "arguing" over splitting hairs.
Cheers
Well you expressed the point far more succinctly then I did. Unfortunately it seems that there is some obsessed mod with an axe to grind out there against people stating the plainly obvious -- that the Wii is not built for graphics and should not be expected to look cutting edge or get the latest greatest features for graphics. I say this as someone who is going to buy a Wii; it has strengths that the two other console do not havee (but has a weakness, too). I wrote my original post without an ounce of troll in my body and because some fanboy disagrees I lost karma. My only hope is that the meta-moderating system keeps mod points out of the hands of this jerk in the future.