Any ideas on why the same lighting and shadow technology from Wind Waker HD wouldn't be implemented in Twilight Princess HD? DF made note that the shadows in Winder Waker HD were actually pretty low res, but because of the textures and filtering they got along well with the aesthetics of the game.įrom what I can tell, this looks like little more than Twilight Princess running on Dolphin with the HD texture pack. I think there's just a misunderstanding of the different approaches here. Gamecube was a fixed function GPU and therefore the games for that GPU are going to used fixed function techniques. I haven't kept up but I assume WiiU probably does have shading capability but it's got to be very modest/limited. Certainly not at the level they can abandon their fixed function hardware and just do everything with shaders.Ĭonversely, despite not knowing much about Dolphin I'd assume it's running on a modern GPU and using shaders to emulate the functionality of the Gamecube. If that's correct then the emulator has already effectively ported the game to afully programmable GPU and by extension has access to the full range of shader code available to any modern game engine. TWILIGHT PRINCESS HD TEXTURE PACK DOLPHIN FULL You can do a MASSIVE amount in programmable shaders and compute that simply won't be possible/viable on the WiiU. Perhaps a better way of thinking about it would be you're comparing two ports. TWILIGHT PRINCESS HD TEXTURE PACK DOLPHIN FULL.
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