Gaming It's Got More Power Than Meets The Eye... The Wii's Strangely Most Graphically-Intensive Game

JakoNintenCraft

Member
OP
Newcomer
Joined
Mar 12, 2019
Messages
8
Trophies
0
XP
170
Country
United States
Everyone keeps saying how under-powered the Wii is, with its less than 100 MB RAM and inferior graphics architecture. But now I've found quite beautiful gem (at least in terms of graphical prowess) in one of the places I'd least expect to see the Wii being a graphical powerhouse... in a budget-title Cars-themed Mario Kart clone.

Take a look at this [Click for Image]:
CarsCapture.PNG

This is a screenshot of Cars Race-O-Rama for the Nintendo Wii, as emulated on Dolphin. Take a look at the left side, where I've enabled some debug statistics. There's one listing in particular that's called "Primatives (DL)". Take a good long look at its value.

For those of you who don't know what that entry means, the "Primatives" are polygons/triangles rendered and "(DL)" stands for display list, which can be synonymous with the 3D models used in Wii games.

That means that in this game the Wii can render at least up to 620,000 polygons at once on-screen, and during the part of the game this was taken from (the very first level) it stayed between roughly 550,000 - 625,000. Now that's wicked.

This game is actually quite odd. It was originally designed for the Xbox and PS3, then ported to the Wii later on, but that's not what sets it apart. I've looked at footage from those first versions and compared it to the Wii's in-game visuals, and found that the only tangible differences between them were the lack of certain lighting effects and some downgraded texture quality in spots, but everything else seems crazily identical, down to the 3D models of the cars themselves (which average out to about 60,000 triangles per car, with eight cars per race and from what I can tell no lower level-of-detail versions used in-game). Combine that with up to 100K polygons of the track being visible at any given time, and the numbers get absolutely insane for a Wii game. I'd even go on record (even if I'm probably wrong) stating that this is the highest-poly Wii game we know of to date.

Oh, and it stays at a solid 60 FPS.

This surprised me at first, but what do you guys think?

P.S.: First post on GBATemp. Nice to meet ya!
 

x65943

i can be your sega dreamcast or sega nightmarecast
Supervisor
GBAtemp Patron
Joined
Jun 23, 2014
Messages
6,234
Trophies
3
Location
ΗΠΑ
XP
26,469
Country
United States
Everyone keeps saying how under-powered the Wii is, with its less than 100 MB RAM and inferior graphics architecture. But now I've found quite beautiful gem (at least in terms of graphical prowess) in one of the places I'd least expect to see the Wii being a graphical powerhouse... in a budget-title Cars-themed Mario Kart clone.

Take a look at this [Click for Image]:
View attachment 160582

This is a screenshot of Cars Race-O-Rama for the Nintendo Wii, as emulated on Dolphin. Take a look at the left side, where I've enabled some debug statistics. There's one listing in particular that's called "Primatives (DL)". Take a good long look at its value.

For those of you who don't know what that entry means, the "Primatives" are polygons/triangles rendered and "(DL)" stands for display list, which can be synonymous with the 3D models used in Wii games.

That means that in this game the Wii can render at least up to 620,000 polygons at once on-screen, and during the part of the game this was taken from (the very first level) it stayed between roughly 550,000 - 625,000. Now that's wicked.

This game is actually quite odd. It was originally designed for the Xbox and PS3, then ported to the Wii later on, but that's not what sets it apart. I've looked at footage from those first versions and compared it to the Wii's in-game visuals, and found that the only tangible differences between them were the lack of certain lighting effects and some downgraded texture quality in spots, but everything else seems crazily identical, down to the 3D models of the cars themselves (which average out to about 60,000 triangles per car, with eight cars per race and from what I can tell no lower level-of-detail versions used in-game). Combine that with up to 100K polygons of the track being visible at any given time, and the numbers get absolutely insane for a Wii game. I'd even go on record (even if I'm probably wrong) stating that this is the highest-poly Wii game we know of to date.

Oh, and it stays at a solid 60 FPS.

This surprised me at first, but what do you guys think?

P.S.: First post on GBATemp. Nice to meet ya!
TIL the Wii has less than 100MB of ram

I had to look up the specs to believe it, that's madness even for 2006
 

JakoNintenCraft

Member
OP
Newcomer
Joined
Mar 12, 2019
Messages
8
Trophies
0
XP
170
Country
United States
And yet it's still mediocre looking.
Skyward Sword is a much better looking game IMO.

Of course some games will look better stylistically. I'm just talking about raw horsepower here.

In case you're curious, IIRC the average polygon count for Skyward Sword per level/scene is about 95,000.

Here are a few other games' maximum polygon counts:

Super Mario Galaxy: Maxes out at 190,000 if you're at the entrance of the Comet Observatory.
Super Mario Galaxy 2: If you're on Starship Mario and teleport to the nearby Starshroom, adjust the camera so that the entire Starship is in view and the game clocks in at its maximum of 375,000 polygons in frame.
Super Smash Bros. Brawl: Well, this is either ironic or some insane resource management. For its emphasis on realism, the developers used quite a small polygon budget that in my testing never exceeds 100,000 polygons during fights on the regular stages. Haven't tested Subspace Emissary though, but I presume it's similarly as lower-poly.
Voodoo Dice: Here's a WiiWare game by comparision. Just because it has a 40 MB size limit doesn't mean it can't be decently polygon-filled. It clocks in at a relatively fixed 75,000.
 
  • Like
Reactions: SnackJr

lisreal2401

Well-Known Member
Member
Joined
Jun 4, 2013
Messages
853
Trophies
1
Age
27
XP
2,913
Country
United States
Sounds like a poor 360/PS3 game that probably targeted older hardware to begin with - polygons are nice, and it must be said...

You're talking about a processor around 2001 overclocked, I don't think anyone is still trying to say the Wii is ass anymore. It is inferior to it's rivals at the time of it's release, I don't understand why you're trying to go with that. The game looks alright but it's the more aggressive ports that were not targetting the Wii which usually end up stunning the most. And in terms of hardware, it's known the GC/Wii's GPU end was always very nice. It had some features the Xbox was missing for it's time, but the Wii... has as much power as I thought it did around 06... really
 
Last edited by lisreal2401,

Naendow

Brick-Master
Member
Joined
Jan 4, 2016
Messages
685
Trophies
0
Age
24
XP
2,974
Country
Germany
To be honest, that is really impressive. I've never thought that the Wii is able to handle that.
But tbh, the Wii was still very outdated for it's time. The missing HDMI port and the resolution of max. 480p is pretty bad. But still, a lovely console.
 

DinohScene

Gay twink catboy
Global Moderator
Joined
Oct 11, 2011
Messages
22,532
Trophies
4
Location
Восторг
XP
22,750
Country
Antarctica
Cars games aren't the best games.
Whilst being a bit enjoyable if one farms trophies or achievements, it's not something I'd like to play for fun.

That being said, the Wii has some sweet looking games, so did the GCN but they both can't stand up against the powerhouse that is the 360 and PS3.
 
  • Like
Reactions: x65943

JakoNintenCraft

Member
OP
Newcomer
Joined
Mar 12, 2019
Messages
8
Trophies
0
XP
170
Country
United States
From gameplay I've seen the game runs at an impressive 60 FPS with some slowdown to 40-45 FPS in some more intensive moments (such as when multiple cars collide with each other or the ground at once).
 

The Real Jdbye

*is birb*
Member
Joined
Mar 17, 2010
Messages
23,293
Trophies
4
Location
Space
XP
13,849
Country
Norway
Of course some games will look better stylistically. I'm just talking about raw horsepower here.

In case you're curious, IIRC the average polygon count for Skyward Sword per level/scene is about 95,000.

Here are a few other games' maximum polygon counts:

Super Mario Galaxy: Maxes out at 190,000 if you're at the entrance of the Comet Observatory.
Super Mario Galaxy 2: If you're on Starship Mario and teleport to the nearby Starshroom, adjust the camera so that the entire Starship is in view and the game clocks in at its maximum of 375,000 polygons in frame.
Super Smash Bros. Brawl: Well, this is either ironic or some insane resource management. For its emphasis on realism, the developers used quite a small polygon budget that in my testing never exceeds 100,000 polygons during fights on the regular stages. Haven't tested Subspace Emissary though, but I presume it's similarly as lower-poly.
Voodoo Dice: Here's a WiiWare game by comparision. Just because it has a 40 MB size limit doesn't mean it can't be decently polygon-filled. It clocks in at a relatively fixed 75,000.
Well, Smash is zoomed out so it doesn't need a huge polygon count. Super Mario Galaxy 2 is a pretty looking game but it also has a lot more going on in terms of shading/lighting and other effects. That Cars game appears to have very basic shading which allows them to squeeze more polygons out of the Wii, but more polygons is not necessarily better.
 

the_randomizer

The Temp's official fox whisperer
Member
Joined
Apr 29, 2011
Messages
31,284
Trophies
2
Age
38
Location
Dr. Wahwee's castle
XP
18,969
Country
United States
Even if the Wii isn't HD, the polygonal power that's being rendered is pretty crazy for a Wii game. Kinda reminds me of the devs, Boss Game Studios, pushing the N64 rendering power to go beyond what PS1 games could render with World Driver Championship.:blink:
 
  • Like
Reactions: JakoNintenCraft

JakoNintenCraft

Member
OP
Newcomer
Joined
Mar 12, 2019
Messages
8
Trophies
0
XP
170
Country
United States
=That Cars game appears to have very basic shading which allows them to squeeze more polygons out of the Wii, but more polygons is not necessarily better.
I've played some of the game, and upon further inspection, it actually has some cool visual effects. For instance there are real-time reflections (not the crummy environment map ones) on the shiny car models, and convincing spark particle effects when cars collide.

Come to think of it, a lot of the visual effects from the PS3 and 360 ports still remain in the Wii version, but it didn't have many to begin with. I've read online that they designed the console game with the "inferior" systems (Wii and PS2) in mind, so that it'd look good and uniform across all platforms.
 

MyJoyConRunsHot

Well-Known Member
Member
Joined
Nov 28, 2011
Messages
408
Trophies
1
XP
1,429
Country
Canada
I wonder how the Wii's hardware stacks up to the PSTV/Vita? Sony said the Vitas CPU was "Halfway between the PSP and the PS3" and the Vita seemed to chug with most direct ports of PS3 games.
 
Last edited by MyJoyConRunsHot,

lisreal2401

Well-Known Member
Member
Joined
Jun 4, 2013
Messages
853
Trophies
1
Age
27
XP
2,913
Country
United States
Vita's SOC had newer GPU functions, slower base clockspeed but in general faster ARM cores and 4 of them plus 512MB of main work RAM in addition to 128MB of video RAM

Vita would often get into resolutions lower than the Wii's maximum in taxing games, but stuff designed for that hardware to start with such as Killzone Mercenary... yeah, nothing on the Wii looks similar.
 
Last edited by lisreal2401,

LucasM3

Well-Known Member
Member
Joined
Jun 22, 2019
Messages
113
Trophies
0
XP
137
Country
Canada
Seen some gameplay footage and it looks good but I am wondering if Dolphin upscaled it somehow and more polygons were used then an official wii.
 
D

Deleted User

Guest
The best looking game on the Wii's gotta be Super Mario Galaxy 2 or Tatsunoko vs Capcom or DKC Returns or Lost Winds 2 Winter of the Melodias
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    SylverReZ @ SylverReZ: @OctoAori20, Thank you. Hope you're in good spirits today like I am. :)