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Platitudinous
topic
01:55:59 PM Jul 25th 2012
Should we change the page's photo to one of the 3DS in its final form (with grey Circle Pad)?
Oleetar
02:02:13 PM Jul 25th 2012
Yeah, no reason not to.
SamMax
topic
10:48:03 AM May 10th 2012
edited by SamMax
Angry Birds is actually on 3DS? Where is this from?!

EDIT: Looked it up. Now I know where.
illegalcheese
topic
04:21:14 PM Mar 22nd 2012
So I'm a little confused. One paragraph says that the 3DS sales in April-November eclipsed the sales of the DS in it's first year. Then a later paragraph says that it had made a huge loss by November. These seem to be mutually exclusive.
SamMax
10:48:39 AM May 10th 2012
I Thought it was the other way around. Odd...
Azek
06:37:54 PM May 10th 2012
Simple. 3DS is selling at lower price thatn it's manufacturing and shipping costs. They're making up the loss with game cartridges somewhat but it doesn't cover everything.

With time and production lines optimized manufacturing costs will go down an they will start selling with profit.
Steven
topic
07:29:16 PM Mar 17th 2012
Is it me or do DS games look blurry on a 3DS compared to the original DS?
xenol
11:40:36 AM May 16th 2012
The 3DS upscales DS games (from 240x180 to 320x240). They look fine if you hold START+SELECT when booting a DS game.
Slash0mega
topic
10:15:32 PM Sep 22nd 2011
whats with everyone buged about the angle at which it needs to be watchec, as proven by this recent edit to the picture subtiltle "3D graphics, and all it requires is you never move your head outside the approved area."

its not that hard to do, i had my 3ds for about a week now, and the only time it is a problem is when i am laying down with the 3ds right next to my face. and when that happens, I TURN OFF THE 3D. everyone seems to forget that you can do that.... "wah, the 3d gives me a headache" then turn it OFF for a little bit. also, i never get headaches, even when playing it for long periods of time.
kct43
topic
03:56:45 AM Aug 20th 2011
I think we need to get the unconfirmed specs edited in by Mr Famicom out. I removed them, and... well, these unconfirmed statistics are back in the main article. The second paragraph, to be exact.
MrFamicom
08:16:58 PM Aug 21st 2011
Well, there gone now, as there are people hear who what this site to be easier to understand.
xenol
11:31:23 PM Aug 21st 2011
edited by xenol
Funny, because that MGS 3 demo looked like a slightly better version of the PS2 MGS 3 during a cutscene. Konami must've wasted a lot of polygons because games like STALKER and Gears of War go up to about 1 million just for the map, and look a whole ton better.

I don't know where you're getting your information from sir, but I'd really like to see it.
MrFamicom
10:10:17 PM Aug 22nd 2011
That is just not true, Kojima said that said demo uses the same polygon count for the characters as MGS 4 and almost the same polygon count for the backgrounds (MGS 4 uses 386 million polygons), and you are wrong about STALKER and Go W's Polygon count, 1 million polygons is something that the Dreamcast uses, not the Xbox 360 and PS3.

Just take the time to count the polygons and you will understand.
xenol
01:26:47 AM Aug 23rd 2011
1. Okay, I need a source on Kojima's words, because that's an interview question. Tell me where to find it.

2. I'm pulling the million polygon count from Unreal Engine 3 from the first tech demo http://www.youtube.com/watch?v=1m7T5ay_8DI (go to 0:50), it'll be mentioned.

3. Polygon counts are per second, and usually inflated under ideal conditions or theoretical performance specs. For example, Sony claims the PS1 could push a million polygons per second. But this was later to be found it could... if the GPU was doing nothing else (and I believe even then, it couldn't reach 1 million). They also claimed the PS2 could reach something like 200 million.

Anyway, I mention per second because that's an important figure to note. Sure, the Dreamcast may have a poylgon count of 10 million polys per second, which means if you used 10 million polys in a scene, your frame rate (excluding all other rendering aspects) will drop to 1FPS. And today, industry marketers are still using metrics of "millions of polygons per scene", not "hundreds of millions" and I'm pretty sure not even "tens of millions". If technology has progressed in accordance to Moore's law, we should be seeing billions of polygons easily. We probably could, but it'd run choppy as hell.

Polygon count is also arbitrary considering that a polygon is just three vertices with a plane filling in the middle. This can be any three vertices. At the minimum, two polygons can be made with four vertices, at the most, six.

... And how the hell do you expect me to count polygons?
MrFamicom
03:47:23 PM Aug 23rd 2011
1. It was showed cased at E3 2010, find the interviews around there.

2. Thats under a very very low rez, it's stander count according to the video is around 200 million.

3. I know that, and of course the in game count is lower for the PS1 and PS2.

4. The Dreamcast tends to do 1 million in game play, some games but (mosty if not all games that use higher polygon counts) only racing games tend to use the higher count that about half of that (5 million).

5. The Zelda demo on the Wii U uses 4 Billion polygons per second, thats something that uses billions of polygons.

6. It's a gift that not everyone haves.
xenol
03:55:49 PM Aug 23rd 2011
edited by xenol
1. Link. You can spit out all this "I found it here", but I'm not going to look for it. Give me a video (with the exact time that I can find it) or article.

2. Another mark of "you don't know what you're talking about". The narrator said "The scene you're seeing here is about 1 million polygons, which came from about 200 million polygons of source art". Do you know what source art is? I can give you a hint: it's not what's used in the final version. Any time they talk about the high resolution mesh, they're using the source mesh, not the final render.

5. Okay, I'll bench my GTX 460 on something with a polygon counter and a frame rate counter, the GTX 460 should be able to output way more than the Wii U, since it uses a GPU based on the Radeon HD4600 (4650 or something), which is a last gen part.

6. Spending the time to count each individual polygon? I can think of better gifts to have.
MrFamicom
06:51:24 PM Aug 23rd 2011
edited by MrFamicom
1.I will give out the link at a later time.

2.No, I do know what I'm talking about when it comes to this type of stuff, the video was mistranslated.

3.E3's Wii U was gypped just to put it into it's small caseing, The CPU is a Power7 chip, but it's GPU is a 4870 (Modded to support more then 1 screen like the 5000 series of chips) witch tops at 20 billion polygons.

4.Like drawing, I can do that.
xenol
07:53:44 PM Aug 23rd 2011
edited by xenol
1. Will be waiting!

2. You do realize that the narrator was the actual narrator of the video and it was from E3 2004, right? And why would there be a translator when Epic Games is a company based in an English speaking country. Anyway, here's the same video, taken from a camera care of IGN: http://www.youtube.com/watch?v=LrkVuc_FxCI

3. Okay, I'll give you that it's based off an R770.

So anyway, there was only one tech demo I had in my computer that had a polygon counter, the Skinned Instancing demo at http://developer.download.nvidia.com/SDK/10/direct3d/samples.html . Also this just proves that polygon counts are 1. arbitrary and 2. meaningless now because let's take a look at two screenshots at http://tinypic.com/m/f0rvk4/4 and http://tinypic.com/m/f0rvk5/4 . So if that metric were taken seriously (and there's no real lighting in the demo), then the GTX 460 SE tops out at about 200 million polygons per second (first screenshot, 50 million * 4 frames per second). However, if you take that and do the same math with the second screen shot, you get about 140 million polygons per second (and the FPS counter was floating around 40ish).

Also if you take off geometric instancing, at about 826,000 polygons, the framerate goes from 60+ down to 15FPS as the number of drawing calls goes up from 119 to 23840.

Of course, this probably isn't fair because this is animated polygons, which take more resources to render than static ones, but I use it to prove a point.

Also a really high polygon count for the 3DS is pointless. You could easily reach 1 polygon per pixel in no time, at which point there is no point in adding geometry. Companies have focused more on shaders and lighting because that creates a more convincing feel in 3D than pure geometry alone.

OKAY! I'm going to edit it one more time to leave out BS specs. I'd advise you to read: Rule of Cautious Editing Judgment
Kellor
topic
03:25:53 AM Feb 21st 2011
Christ, could this read any more like an ad?
Komodin
03:32:07 AM Feb 21st 2011
edited by Komodin
back to Main/Nintendo3DS

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