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	<title>Comments on: Super Mario Galaxy: A Visual Tour</title>
	<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/</link>
	<description>step out of the kill radius.</description>
	<pubDate>Wed, 20 Aug 2008 02:26:40 +0000</pubDate>
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		<title>By: W.O.R.D. Truth</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1385</link>
		<author>W.O.R.D. Truth</author>
		<pubDate>Wed, 14 Nov 2007 03:23:33 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1385</guid>
					<description>The effects that are used in the game area really awesome. The water effects look great too. Like you said the fur on the bee adds a nice touch. When you reach the lava-squid boss on the first planet you will see a cool looking slick/glossy effect on the little planet that this creature lives on. Nintendo really does an excellent job on all of its games, this is no exception!</description>
		<content:encoded><![CDATA[<p>The effects that are used in the game area really awesome. The water effects look great too. Like you said the fur on the bee adds a nice touch. When you reach the lava-squid boss on the first planet you will see a cool looking slick/glossy effect on the little planet that this creature lives on. Nintendo really does an excellent job on all of its games, this is no exception!</p>
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		<title>By: Sam Hart</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1446</link>
		<author>Sam Hart</author>
		<pubDate>Wed, 21 Nov 2007 02:13:24 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1446</guid>
					<description>One data point on this is that the fur shading used in this game looks very similar to what was used before in Starfox Adventures for the original GameCube. If you check it out, you'll see that there's all sorts of "fur-like" effects (from the grass on the ground, to actual fur on Starfox). And it looks very much like what we see in Super Mario Galaxies.

Actually, as I've been playing the game, I've noticed a lot of effects I had noticed earlier in other GameCube games. You just never saw them all together in one game before :-)</description>
		<content:encoded><![CDATA[<p>One data point on this is that the fur shading used in this game looks very similar to what was used before in Starfox Adventures for the original GameCube. If you check it out, you&#8217;ll see that there&#8217;s all sorts of &#8220;fur-like&#8221; effects (from the grass on the ground, to actual fur on Starfox). And it looks very much like what we see in Super Mario Galaxies.</p>
<p>Actually, as I&#8217;ve been playing the game, I&#8217;ve noticed a lot of effects I had noticed earlier in other GameCube games. You just never saw them all together in one game before <img src='http://doomlaser.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /></p>
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		<title>By: wiiboy101gezza</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1529</link>
		<author>wiiboy101gezza</author>
		<pubDate>Sat, 01 Dec 2007 20:57:48 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1529</guid>
					<description>flipper nevermind hollywood, supported realtime multitexturing with full support for bump normal mapps, cube mapping, colour texture blending, combining, stencil lighting, all round realtime lighting fake hdr lighting,motion blur,heat haze,realistic water mapps,realistic water physics,and a whole bucket custom hardwired low jit on hardware effects including wire frame shaders aka fur and crass shading shadowing self shadowing  etc etc etc 

hollywood is a version 2 of that gpu so more of thesame with increasaed efficencie and monster fillrate and a fine tuned system so gpu can be maxed out at set 30 frames or set 60 frames 

galaxy is full of extream fill rate and custom effects belowing smoke and fantastic lighting with insane on screen action at 60 frames no slow down and high res colour 

a wii maxed out at 30 frames must be a sd turbo resolution monster turbo refering to how the machine is fine tuned to excel at that resolution</description>
		<content:encoded><![CDATA[<p>flipper nevermind hollywood, supported realtime multitexturing with full support for bump normal mapps, cube mapping, colour texture blending, combining, stencil lighting, all round realtime lighting fake hdr lighting,motion blur,heat haze,realistic water mapps,realistic water physics,and a whole bucket custom hardwired low jit on hardware effects including wire frame shaders aka fur and crass shading shadowing self shadowing  etc etc etc </p>
<p>hollywood is a version 2 of that gpu so more of thesame with increasaed efficencie and monster fillrate and a fine tuned system so gpu can be maxed out at set 30 frames or set 60 frames </p>
<p>galaxy is full of extream fill rate and custom effects belowing smoke and fantastic lighting with insane on screen action at 60 frames no slow down and high res colour </p>
<p>a wii maxed out at 30 frames must be a sd turbo resolution monster turbo refering to how the machine is fine tuned to excel at that resolution</p>
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		<title>By: gamerborn</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1534</link>
		<author>gamerborn</author>
		<pubDate>Sun, 02 Dec 2007 17:13:38 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1534</guid>
					<description>dont forget high speed balanced memory ,and cpu gpu co processing ,and the unic virtual texture design trick, and gc/wiis abbillity to fake tile rendering tricks that vastly increase the accual performance per texel per polygon hollywood is a custom gaming only gpu with a mixed bag of tradition and tile render type hardware and nintendo required hardwired effects """HOT WIRED EFFECTS"" AS FACTOR 5 CALL THEM CUSTOM NOT PC GPU LIKE AT ALL</description>
		<content:encoded><![CDATA[<p>dont forget high speed balanced memory ,and cpu gpu co processing ,and the unic virtual texture design trick, and gc/wiis abbillity to fake tile rendering tricks that vastly increase the accual performance per texel per polygon hollywood is a custom gaming only gpu with a mixed bag of tradition and tile render type hardware and nintendo required hardwired effects &#8220;&#8221;"HOT WIRED EFFECTS&#8221;" AS FACTOR 5 CALL THEM CUSTOM NOT PC GPU LIKE AT ALL</p>
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		<title>By: uk coder guy</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1565</link>
		<author>uk coder guy</author>
		<pubDate>Wed, 05 Dec 2007 19:07:55 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1565</guid>
					<description>16 stage programmable real time shader tree,8 layers single pas texturing,high texel fillrate plus virtual texturing,hardwired custom effects,custom cpu graphics co-processing all supported by wii......nintendoware version 2 of wii dev tooling will increase performance still futher</description>
		<content:encoded><![CDATA[<p>16 stage programmable real time shader tree,8 layers single pas texturing,high texel fillrate plus virtual texturing,hardwired custom effects,custom cpu graphics co-processing all supported by wii&#8230;&#8230;nintendoware version 2 of wii dev tooling will increase performance still futher</p>
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		<title>By: no posts for a long time&#8230; &#171; Felix in Hilversum</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1629</link>
		<author>no posts for a long time&#8230; &#171; Felix in Hilversum</author>
		<pubDate>Mon, 10 Dec 2007 21:32:32 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1629</guid>
					<description>[...] schönsten Spiele die ich seit langem gespielt habe (sagen wir seit dem Ursprung des verwendeten Fur-Shaders :-)Just buy it and play it, its the shit!Und mit diesen Worten gehe ich wieder Power Stars [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] schönsten Spiele die ich seit langem gespielt habe (sagen wir seit dem Ursprung des verwendeten Fur-Shaders :-)Just buy it and play it, its the shit!Und mit diesen Worten gehe ich wieder Power Stars [&#8230;]</p>
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		<title>By: James</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1665</link>
		<author>James</author>
		<pubDate>Fri, 14 Dec 2007 05:53:38 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1665</guid>
					<description>I think I read in an interview someplace that they stuck with boring shadows for gameplay purposes. Although crazy, realistic shadows are really pretty, it's harder to judge exactly where you'll land with them.</description>
		<content:encoded><![CDATA[<p>I think I read in an interview someplace that they stuck with boring shadows for gameplay purposes. Although crazy, realistic shadows are really pretty, it&#8217;s harder to judge exactly where you&#8217;ll land with them.</p>
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		<title>By: magisticman</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1808</link>
		<author>magisticman</author>
		<pubDate>Thu, 03 Jan 2008 18:22:12 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1808</guid>
					<description>32gb bandwidth and 27mb superfast 1tsram right on the gpu or gpu die before you even start using motherboard main ram... thats not counting compression and realtime decompression, latency (ram speed) and bandwidth and compression are HUGE when considering the native resolution wii runs at the hollywood gpu is allso a fake tile rendering system substainable fillrate bandwidth and effects INGAME are near 360ish minus the native resolution of 720p witch is 480p on wii mario galaxy probably dosnt max wii out so imagine the wii maxed out at half that framerate at 30 frames solid wii can hit BIG BIG GRAPHICS NO PROBLEM</description>
		<content:encoded><![CDATA[<p>32gb bandwidth and 27mb superfast 1tsram right on the gpu or gpu die before you even start using motherboard main ram&#8230; thats not counting compression and realtime decompression, latency (ram speed) and bandwidth and compression are HUGE when considering the native resolution wii runs at the hollywood gpu is allso a fake tile rendering system substainable fillrate bandwidth and effects INGAME are near 360ish minus the native resolution of 720p witch is 480p on wii mario galaxy probably dosnt max wii out so imagine the wii maxed out at half that framerate at 30 frames solid wii can hit BIG BIG GRAPHICS NO PROBLEM</p>
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		<title>By: PRITTYINPINK</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1912</link>
		<author>PRITTYINPINK</author>
		<pubDate>Fri, 11 Jan 2008 19:01:09 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-1912</guid>
					<description>dont forget dual geomitry and lighting engines gpu onboard G&#38;T (T&#38;L) HARDWARE PLUS,

broadway cpu supports custom geomitry and lighting (t&#38;L) all geomiry and scipt for both gpu and cpu supports 4to1 data compression 

imence geomitry and lighting transformation supported in game</description>
		<content:encoded><![CDATA[<p>dont forget dual geomitry and lighting engines gpu onboard G&amp;T (T&amp;L) HARDWARE PLUS,</p>
<p>broadway cpu supports custom geomitry and lighting (t&amp;L) all geomiry and scipt for both gpu and cpu supports 4to1 data compression </p>
<p>imence geomitry and lighting transformation supported in game</p>
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		<title>By: Cobalt</title>
		<link>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-10872</link>
		<author>Cobalt</author>
		<pubDate>Tue, 22 Jul 2008 03:48:36 +0000</pubDate>
		<guid>http://doomlaser.com/super-mario-galaxy-a-visual-tour/#comment-10872</guid>
					<description>The developers of Twilight Princess chose to create the soundtrack using MIDI rather than full orchestral to make the music more dynamic, which can be heard when Link attacks a boss, or when entering a regular battle. The instruments blend rather than the whole song fading into another. It also makes the music seamless. I noticed problems with Shadow of the Colossus when you climb aboard a boss.</description>
		<content:encoded><![CDATA[<p>The developers of Twilight Princess chose to create the soundtrack using MIDI rather than full orchestral to make the music more dynamic, which can be heard when Link attacks a boss, or when entering a regular battle. The instruments blend rather than the whole song fading into another. It also makes the music seamless. I noticed problems with Shadow of the Colossus when you climb aboard a boss.</p>
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