The problem is that there's more to a system's power than just the GPU used to render a game at higher resolutions. There's also the main CPU that is holding it back. The CPU is used for physics and AI calculations for instance. A game like Force Unleashed could not be replicated on the 3DS in terms of gameplay. Graphics maybe somewhat, but the game would lack all the advanced physics and AI the console versions support. Meaning no Havok, Euphoria, Digital Molecular Matter, and the other stuff that is becoming popular in newer next gen games. Perhaps it could support one of those physics engines at once (Havok can apparently be ported to last gen consoles), but not all at once like Force Unleashed can do. Even a last gen game on Xbox like Half Life 2 may provide some form of difficulty if they attempted to port it to 3DS due to the physics and AI present.
I realize the resolution differences. But even on the small screen, 3DS games within its own resolution restrictions can't compare to a 360 game. The geometry processing just isn't there, clearly evident due to the far lower polygon models.
You could also put it another way. Take the best Wii game you can imagine, run it on dolphin and jack the internal resolution and anti aliasing up to Xbox 360 levels. What you would end up getting is a game that has the resolution matching a 360 game, but still a game restricted by the original system's polygon limits. You can use older PC games as examples as well. The 3DS just cannot match the 360 even within the confines of its own screen size.
I'm the LAST person who would bash the 3DS' graphics, and i'm certainly not doing so. But i'm not going to present a bunch of fallacious and fanboyish arguments that the 3DS can come close to what Xbox 360 can do. Shaders, maybe. But geometry and environmental scope? 3DS would have to take some hits to replicate a RE5 environment, as we're able to see quite clearly from Mercenaries. Textures are far muddier than RE5, 3D character models are much blockier (supporting far fewer polygons), and there are fewer characters onscreen overall. RE5 was built on hardware that could render dozens upon dozens of high polygon character models at once. RE Mercs on 3DS cannot do nearly as much it would seem.
I realize the resolution differences. But even on the small screen, 3DS games within its own resolution restrictions can't compare to a 360 game. The geometry processing just isn't there, clearly evident due to the far lower polygon models.
You could also put it another way. Take the best Wii game you can imagine, run it on dolphin and jack the internal resolution and anti aliasing up to Xbox 360 levels. What you would end up getting is a game that has the resolution matching a 360 game, but still a game restricted by the original system's polygon limits. You can use older PC games as examples as well. The 3DS just cannot match the 360 even within the confines of its own screen size.
I'm the LAST person who would bash the 3DS' graphics, and i'm certainly not doing so. But i'm not going to present a bunch of fallacious and fanboyish arguments that the 3DS can come close to what Xbox 360 can do. Shaders, maybe. But geometry and environmental scope? 3DS would have to take some hits to replicate a RE5 environment, as we're able to see quite clearly from Mercenaries. Textures are far muddier than RE5, 3D character models are much blockier (supporting far fewer polygons), and there are fewer characters onscreen overall. RE5 was built on hardware that could render dozens upon dozens of high polygon character models at once. RE Mercs on 3DS cannot do nearly as much it would seem.