Hi guys, I would like to know if you have any idea about triangle limits on Nintendo Wii.
I'm trying find some information about and not having any good answer, just that Wii has 1/5 memory beside xbox360 and ps3 but nothing saying about geometry or with suggestions like, x number is good for character or x number is good to total triangles on screen or something like that. Don't know if this 1/5 system as base to model something is the right way to do that.
If anyone could help I'll really appreciate.
Tks.
Replies
A lot of the TP meshes are floating around online, shouldn't be too hard to find with a google search to look at.
and dont forget that wii only supports pal/ntsc resolutions so no need to care for HD - helps a ton
True (no ATSC for Wii), but don't forget to consider the basics while texturing either, such as how big the model will be on screen and what parts will be most visible.
I used to have a site bookmarked that listed the general texture resolutions and geometry count used for elements in many 'next-gen' and Wii titles. Maybe can find it again...
http://www.strata.com/support/3dmanual/ch13/ch13_7.html
I know it seems more of a ball ache but it means that you can really push what's on screen then and if the coders find a means of pushing more geometry/higher res textures, you've got the assets there ready for it.
Also look at means of using the smaller textures, and for the smallest ones, look at indexing the palletes so they have a tiny foot print- sometimes even with compressed textures, it can work better with fewer colours or at least a clean texture that reuses tiles. I read up that the NNS TGA format on the DS compresses better when you start reusing patterns and gradients
I'd be interested to see what you come up with, gonna be aiming to do a portfolio that features DS/PSP/Wii spec graphics, always good to see how someone else approaches the art side of things
The memory is the biggest issue with the Wii, as it seems to push polies fairly well. So having lower res textures are going to be where you will have to make the ultimate sacrifice.
In the end, I think we settled on something like 50,000 - 75,000 on screen tris.
-caseyjones
if you happen to have access to nintendo's wii dev documentation, you will find some hints in there as to how wii compares to the gamecube in terms of performance. i do remember reading about it in there. it's all covered under NDA's for me, unfortunately.
Thank you guys.
A lot of times you see Wii with lower end graphics because the art assets are shared with the PS2 port. The Wii can do better, but it's a 'kill 2 birds with one stone / lowest common denominator' thing.