tueidj said:
Jacobeian said:
nope, internal framebuffer (in GPU) is 640x480 but external is whatever you want (its only limit is main memory size)... the video hardware takes the external framebuffer and outputs it: video hardware limit is 720x480 (720x574 in PAL) so you could render more than 640x480 in two-pass, i.e the Wii is perfectly able to display a 720 pixels wide picture. If you only do one copy (max 640x480), you can even stretch it through hardware up to 720x480 (but it obviously looks wrong unless you rendered initially with the later upscaling in mind)
Multi-pass rendering is only used for separate fields when using the anti-aliased modes, it still can't be used to render more than 640 pixels wide. The only way to get a true 720 pixel width frame is to write to the YUY2 format XFB directly, which games just don't do.
Why does everybody get it wrong all the time ?
It's been happening ever since the Wii first launched ........................EVERYBODY thinks that it's just 640x480 stretched......
I've been telling you time and time again, when you set your Wii at 480p and widescreen ( from the setting menu FYI ) it switches to 848x640 WIDESCREEN. It's NOT streched......you do actually get MORE horizontal pixels to fit the extra space.
Unfortunately, some games only support a FAKE widescreen ( anamorphic ) like for example Rayman raving rabbits.
The game aspect ratio looks OK on the widescreen TV because they actually use a 640x480 resolution and then they squeeze the output so that when your TV stretches it , it looks alright, but you do actually get a less then ideal image.
Games that really support widescreen ( hor+ ) they run at 848x640 and the image on screen is not stretched by the TV, in fact graphics look sharper ( Metroid Prime Corruption, Red Steel 2 , Super Mario Galaxy and so on ) .
UNFORTUNATELY NOBODY pays attention, and it's easy to dismiss the Wii as a non-HD console.
AN EASY way to find out if a game is tricking you into using anamorphic ( fake widescreen at 640x480 stretched ) is to look at the white warning screen before a game begins.
If your Wii is set to 480p and widescreen, and the game is only outputting at 640x480, you'll see the warning screen stretched ( like the letters and drawings of the Wii remote look fat ). You might not notice the stretching in game though, because it's been optimized to look anamorphic .
If the warning screen looks perfect ( and I mean the letters are displayed correctly and the image is sharper ) then the game is supporting 848x640.
Another way to discover the truth, is by pressing the Wii home button while in game. If the Home menu looks stretched ( fat letters and larger oval boxes ) then the game isn't supporting the Wii maximum resolution obviously.
If you don't believe me, press the HOME button while playing Rayman, and take a screenshot ( if you can, I can't at the moment ).
Then play Super Mario Galaxy, and press HOME, then take another screenshot.
You'll notice that in rayman the HOME menu is stretched , while in SMG it looks normal. That's why it uses more pixels, therefore the Wii CAN output at 848x480.
But of course most of the people don't even realize when their TV is stretching a 4:3 movie or is displaying a true 16:9 image, in fact in most houses I visit, people are too stupid to understand how to set the widescreen modes of their TVs and in most cases they are set at ZOOM or 4:3 stretched ( making Jay Leno look even more fat ) so let alone you guys understand how your Wii works.
Anyway it's as easy as pressing a button on your TV remote to switch to 4:3 for games that do not support widescreen. I can't believe you don't have your TV remote nearby when playing, I always keep mines close by to constantly adjust the volume or switching on/off, so I don't think it's a big deal.