
This week, graphics professionals and enthusiasts flocked to SIGGRAPH to share and discuss the latest technologies and techniques for making gorgeous computer graphics. The focus of the convention is mainly offline rendering (the stuff that we see in print, movies, and television that's too complex to be rendered in real time), but as computers and game consoles become more powerful, many of these methods and effects make their way into the realm of realtime rendering. Ten years ago, the opening cutscene for Super Mario Galaxy would have needed to be rendered by a cluster of computers and converted into full motion video.
Even though the Wii is not pushing graphical fidelity the way this generation's HD consoles are, we've still come a long way and there's much to be appreciated. There are all sorts of graphical effects that, over the years, have been added to the game artist's palette, and in this edition of Revolutionary, I'd like to draw your attention to a few of them.
When games like Super Mario Galaxy come along, we find ourselves questioning how it's possible for them to look so good, while most other Wii wares have the appearance of games designed for a much weaker platform. It's easy to forget that the Wii's hardware comes from the strong pedigree of Gamecube when much of what we're looking at reeks of Playstation number two.
With multi-platform shovelware, and even a few high profile titles that didn't get any special consideration on the Wii (Guitar Hero 3 and Rock Band, I'm lookin' at you!), developers often drop assets and effects to a lowest common denominator. In the class which Wii is placed, the Playstation 2 has the lowest and most common specs, so our Wii graphics are brought down to its level. The PS2 has had its share of beautiful games, but the methods for making them so beautiful are uncommon enough that they're largely ignored when making games that will have to be replicated on another console in the same class.
Bloom
Once hailed as "the new lens flare" (the compliment that ultimately becomes a curse when an an effect's novelty turns into nauseating), bloom was introduced to give games a softer, almost dream-like appearance. It can cover a whole scene like in The Prince of Persia series, or make a glowy halo around lights and shiny surfaces like in Metroid Prime Corruption. We prefer selective, considerate use of bloom to the Vaseline-in-your-eyes smeary overuse in some games.
Bump mapping
The Gamecube launched with a game that featured more effects than most Wii games do. The ships in Star Wars: Rogue Squadron: Rogue Leader were more detailed than anything we'd ever seen in any Star Wars game, and much of that detail was "faked" through use of bump mapping. Rogue Leader and its follow-up, Rebel Strike used a primitive form of bump mapping called emboss bump mapping, because it provided good-enough quality without cutting into the high frame rate of the game.
Later Gamecube titles like The Legend of Zelda: Twilight Princess would sparingly use a more advanced effect called environment-mapped bump mapping (EMBM), which conveyed a greater sense of depth and was effective for viewing at more extreme angles. The effect also incorporated specularity, which is the shiny reflective effect on lit surfaces. The wet , bumpy appearance of the walls in Twilight Princess and the uneven surfaces of planetoids in Super Mario Galaxy comes courtesy of EMBM.

Click to see high-res image
Normal mapping
We can't get enough of that bumpy stuff. Normal mapping is another way to make objects with simple models appear more complex. Why go through all that trouble instead of just making a more complex model? Because those models require more polygons, which requires an architecture capable of a higher polygon throughput. When we're talking 100x more polygons needed, the memory and processing requirements can go through the roof, while a bump map or normal map only costs as much memory as another texture layer, enough processing power to calculate the lighting, and a bit more fillrate to draw the effect onto the model. Normal mapping produces more accurate results and at greater angles than EMBM, and is in turn more resource hungry. Also, the Wii and Gamecube hardware need to take unusual measures to produce the effect, which is why it's use has been extremely limited thus far. You can see it in Dewy's Adventure and (reportedly) on most surfaces in the upcoming graphical extravaganza, The Conduit.
Dynamic shadowing
One of those graphical elements that's in constant evolution is shadows. They started out as a black circle under a character and gradually became more accurately representative silhouettes, but those blobs still need to conform to the surfaces they fall on and react to variations in lighting. Rogue Leader had self shadowing, which is the effect of having a shadow fall on the object that casts it. That was just one of the many things that blew my mind at the time but still isn't being replicated in many Wii games.
Another launch window title for the Gamecube, Luigi's Mansion had dynamic shadows providing the spooky atmosphere inside the haunted house. Maybe Doom 3 would prove too demanding for a port to the Wii, but it's most noteworthy effect has already been conquered in one of the first Gamecube games.
Fur shading
Fur Shading is a combination of processes that simulates the look and movement of furry materials. It requires a lot of fillrate and a lot of polygon-pushing power to make the effect convincing, but it can greatly enhance the believability of a character or the immersiveness of an environment. I know, there isn't much call for a fur-covered level in a game, but the effect can also be used to create volumetric grass. Star Fox Adventures made liberal use of fur shading for its titular heroic team and the grassy plains on which they traversed. Madden games on the Wii use fur shading to give the Astroturf its 3-dimensional texture.

Click for high-res image
Cel shading
Named after the celluloid sheets that cartoons were originally drawn on, cel shading is a term that's generally (but not always) used to classify graphics that have limited color palettes with sharp contrast between light and shadow, and a persistent solid outline when viewed from any angle. Most often it's used for giving a cartoonish appearance to characters, objects, or environments, but its earliest use on the Gamecube was for highlighting realistically-rendered objects on the targeting computer in Rogue Leader. The effect had also been used in a few games the generation, most notably Fear Effect for the Playstation. More recently it's been used to stunning effect in Zack & Wiki and Okami.
Motion blur
Another trick that's been in use since the N64 days in games such as Ridge Racer 64 and Sin & Punishment, motion blur is intended to mimic the out-of-focus appearance of fast motion as caught by a camera. In some games it makes motion appear smoother, while in other applications it is more for dramatic emphasis in a scene, or to suggest an increase in speed. Racing games with "boost" power-ups such as F-Zero GX, Burnout 2, and SSX Blur have employed motion blur when boost is activated.

All these effects (and of course, a lot more) are heavily used on the HD consoles this generation, but with them being possible on the Wii, you'd expect them to be used more often, right? Well, developers have to perform a balancing act, weighing what looks good against what demands too much of the hardware. There's no point in lighting, bump mapping, and casting shadows all over a furry cartoon character if it's going to play like a slideshow.
It's not just Wii games that make limited use of potentially-awesome effects. The Unreal Engine 3 introduced the gaming world to an effect called virtual displacement mapping (also known as parallax mapping), which is essentially the next evolution of bump mapping with the appearance of more depth than normal mapping. A few Rare games used this effect at the Xbox 360's launch, but it hasn't shown up in any UE3 games, and has seemingly been forgotten by developers. PC gamers can enable parallax mapping in the spec-devouring Crysis, but it comes at such a heavy price that most people choose to play without it.
Still, we're hopeful that with hard work, some developers will be able to strike that perfect balance that allows them to go crazy with the effects and turn out a game with the whole enchilada of graphical effects on top of smooth animation and gameplay. Based on historical evidence, I have a few possible candidates.
Factor 5's mystery project
Factor 5's first Wii game, whatever it may be, is practically guaranteed to shatter our preconceptions of how good a Wii game should look. With a 7-year old launch title for the Gamecube, they've already outdone 90% of what's lining the shelves of the Wii section at your local game shop today. They didn't exactly set the world on fire with their PS3 effort, but the bar of expectations isn't set as high on the Wii.
Zelda Wii
With the Zelda team reportedly hard at work on a new project, we hope that it will make better use of the Wii's hardware than the launch day Gamecube port. Twilight Princess looked great, but we know the system is capable of more, since the Gamecube version was nearly identical. If Zelda Wii is as maturely themed as Twilight Princess, then that could be reflected in a visual style that makes use of dynamic shadows and light. Where Twilight Princess had us transforming into a wolf to search for hidden things, the next Zelda could simply hide things in shadow and make us reveal them with a light. Sure, it's recycling Luigi's Mansion's shtick, but in a Zelda package, who's going to complain?.
Resident Evil 5
Unannounced, but on the top of most of our "Do Want" lists, there's some likelihood that the title is secretly in development to appease we Nintendo fanboys who have kept the series popular for the past few years. The HD versions of the game will make heavy use of light and shadow to evolve the fear-inducing mechanics, so we'd expect no different from a Wii version. A lot of effects would have to be cut down or dropped to squeeze RE5 onto the RE4 engine, but Capcom really seems to know what its doing with the hardware as shown in games like Zack & Wiki and Resident Evil: Umbrella Chronicles.
Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. With a great console must come great responsibility, and a lot of developers have been shirking that responsibility and rushing out ugly games. Still, the Wii has plenty of pretty games, with more on the way, so why not take a moment and browse through our huge collection of screens?













Reader Comments (Page 1 of 1)
8-13-2008 @ 11:51PM
Matt said...
Wow - in depth!...
Reply
8-14-2008 @ 12:04AM
techfreak713 said...
i think the wii actually has a lot of graphic potential, mainly because most of the tech is based off of the gamecube, so any dev's that worked on gamecube should know the in's and out's of the system, and can then upgrade and polish it. at the same time, you have the PS3, where the developers need about 5 years to finally understand the 8 core processor fully. by this time, graphic potential on wii will be fully realized, and could potentially look just as good as earlier (present day) 360 games.
Reply
8-14-2008 @ 12:17AM
Matt said...
Nice write-up!
Reply
8-14-2008 @ 12:18AM
zpoc said...
if the original xbox could handle doom 3, why couldnt the wii? by all accounts, the wii is more powerful than it was.
Reply
8-14-2008 @ 12:31AM
Mike Sylvester said...
Not by *all* accounts. The architectures are too different for direct comparison. It's almost like comparing the PS2 to the Gamecube. The PS2 had a more powerful CPU, but needed it to make up for the shortcomings of the graphics processor. The PS2 was able to do things the GC could not, and vice versa. It's the same thing for the Wii vs. the Xbox, where neither is clearly more powerful, they're just differently-abled. If the Hollywood GPU had vertex shader hardware, it might be a different story.
8-14-2008 @ 3:57AM
zpoc said...
we've all read the quotes from developers saying the wii and xbox are on par "except for shader capabilities" but clever programming goes a lot farther than supposed limitations or strengths, i think. the best graphics on the wii (galaxy and prime 3) match or exceed the best the xbox had to offer. i've never worked with either system so i wont pretend to be an expert.
8-19-2008 @ 12:24PM
Daniel said...
Because Doom3 heavily relied on programmable shaders and a standard GPU architecture. Sure, Doom3 could be done on the Wii, but it would have to be overhauled to work on a fixed-function TeV. I'm not sure the stencil shadows would work either, and would probably have to be changed to shadow mapping.
8-14-2008 @ 1:00AM
ponceturtle said...
DOOM 3 for wii we demand it. Actually have everyone realize that most next gen games are just color gray it seems that it is the only color that is realistic. The wii on the other hand has proven that with talent there are better chances for great games. Just look at mario galaxy and compare it to any plat former or adventure game on any next gen console and realize how mario galaxy keep up in graphical potencial and gameplay.
Reply
8-14-2008 @ 5:53AM
ritcho said...
its very similar to this...
http://www.mgeitf.co.uk/home/festival-highlights.aspx/idiot_falls_out_of_window_playing_wii
Reply
8-14-2008 @ 9:03AM
HONESTY OVER LIES said...
if the original xbox could handle doom 3, why couldnt the wii? by all accounts, the wii is more powerful than it was. said zpoc
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
gamecube was more powerful than xbox repeat gamecube was more powerful than xbox fact proven fact
halo 2 30 frames a second dropping to 12 frames a second pop up graphics pop up textures long loading times 16 bit colour
metroid prime 2 60 frames a second rock solid 24 bit colour no load times no glitches no pop up solid high res gourgous graphics
gamecube front side bus 163mhz peak bandwidth 5.2 gb with custom compression
xbox 133mhz front side bus 1gb peak
xbox cpu 9 million transistors
gamecubes gekko cpu 20 milion transistors risc copperwire micro embedded design
gamecube sram speed 1t sram
xbox standard ram
rouge sqodron 3 20 million polygons a second @ 60 frames 24 bit colour
xbox 1 hit 12 million polygons max in 16 bit colour at 30 frames
plus long loadtimes
res evil 4 better graphics than any xbox game
twilight princess better graphics than any xbox game
wind waker best cell shading ever seen to date
fzero fastest and best looking future racer ever seen last generation
wii facts
wiis cpu gpu external and internal processing bandwidths are 4x the xbox chip sets
xbox 1 front side bus 1gb bandwidth @ 133mhz 64 bit
wii front side bus 7.7gb bandwidth @ 243mhz 64bit with custom 4to1 compression
xbox texture catch 128k no read of compressed textures
wii texture catch 1mb plus 6x for compression = 6mb texture catch plus 50% for bandwidth and size due to high performance virtual texturing hardware = around 9mb texture catch vs xbox 1s 128k
1tsram-r embedded on gpu die 5 nano seconds latency
dram in xbox 50 to 100 nano seconds latency
i can go on all day
wii= 2.5x xzbox gamecube at same 480p peak native resolution so @ 480p wii can kick ass
fact
wiis bandwidths are 4x plus more than xbox 1 and its fill rate is plus 2x xbox 1
please wake up or shut up if you know shit all about wiis power
wii has 28gb bandwidth on its gpu catch alone not counting compression
wii = x360 like visuals - hd fact
Reply
8-14-2008 @ 10:15AM
Mike Sylvester said...
I'm sorry, that was so rife with misinformation, it would take all day to counter everything. And it really doesn't matter when an impressive spec sheet doesn't guarantee impressive games.
I think it's enough to say that the Xbox and Wii are "differently abled," and it's a neverending challenge for developers to make the most of the system's abilities.
8-14-2008 @ 11:04AM
Carlos said...
Im wondering, if wii = xbox360 -hd, why our beloved nintendo dev team could not make Mario Kart Wii at 60fps when you play 4p offline or 2p online?
Or why Boom Blox is SLOOW when are too many simple objects blowin through the screen?
The Wii is OK, but the GPU architecture is old (like a GeForce 2xxx), and the CPU is not powerful enough for intense action.. that is the problem.
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8-14-2008 @ 2:07PM
Pixel-One said...
"wii = x360 like visuals - hd fact"
That's not far off from being true. You ever play a 360 or PS3 in SD? It looks the same as a Wii or last-gen game with a few more objects on screen. That's all. There've been only a few games that look any better than Mario Galaxy in 480i.
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8-14-2008 @ 2:12PM
Mike Sylvester said...
I'm forced to play my consoles on an SDTV during weekdays, and, though I wish there was no difference between them, there clearly is.
Most Wii games lack anti-aliasing, and PS3 and X360 can afford to turn the AA way up when drawing at 480i/p. Even average-looking games on the HD consoles have at least that advantage over games like Super Mario Galaxy.
8-14-2008 @ 2:28PM
Pixel-One said...
Anti-Aliasing isn't the clearest difference in the world. Perhaps it's just my TV, but both Assassin's Creed PS3 and Resistance PS3 feature inordinate amounts of jagged edges.
I'm not saying that it will ever be Wii > PS3/360, I'm just saying that the difference isn't as clear cut as it initially appears to be.
8-14-2008 @ 6:43PM
old big head of truth said...
fact gamecube cpu 8x8 real time lighting plus custom cpu lighting
xbox 8x4 realtime lighting no additional custom cpu lighting
gamecube 8 texture layers 16 texture stages
xbox 4 texture layers 4 texture stages
gamecube 256k level 2 catch plus custom compression and custom optermized 10x plus data flow of xbox1 celeron catch
xbox 128k level 2 cpu catch no custom shit no custom compression
gamecube peak polygons in game 20 million @60 frames
xbox peak polygons in game 12 million @30 frames
industry facts
gamecube was = to xbox and better in key areas of performance
wii destroys a xbox 1
xbox 1 is zero and x360 is 100 on a graph
i would put wii at plus 60 on that graph in terms of on the screen performance
faxct is fact 3trd partys are taking the dam pii out of us
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8-14-2008 @ 11:30PM
zchry said...
We have proof that great graphics can be made for Wii. Specs don't matter that much.
Super Mario Galaxy and Zack and Wiki come to mind right now. Both are stunning. Additionally, there's Wario Land: Shake It!, which totally looks stunning as well.
Different styles really work on the Wii. Not everything should be hyper-realistic; Super Paper Mario was beautiful, but not realistic at all.
I think it's a matter of work, and hard work, that developers shy away from. The costs are high for this kind of stuff, hand-drawn or 3D or whatever, and developers have found that it doesn't pay off as well as they'd like. If they sell more copies of cheap ports (GH3) than beautiful titles (Z&W), why would they not just make ports?
I think the best proof that the specs of a system aren't the real limits of creativity (as far as art goes) is LostWinds. The game is gorgeous and imaginative, and it is beautiful despite its very limited file size. It can't afford to be super-realistic, yet the creative style is 2.5D and quite amazing for its limits.
If something like that can be made for a download, imagine what could be made for a disc.
Reply
8-15-2008 @ 9:12PM
facts are facts not fantasy said...
fur shading fact
GAMECUBE fox adventures had BETTER fur shading than xbox conckers and was released 4 years earlier OUCH
RARE DID BETTER FUR SHADING COLOUR AND WATER ON GAMECUBE IN A 1ST YEAR GAME FOX ADVENTURES THAN THEY MANAGED IN THERE XBOX GAME CONKERS YET RARE HAD YEARS AND YEARS OF EXTRA EXPERIENCE ON XBOX
SOOOOO WHAT DOES THAT PROVE
Reply
8-15-2008 @ 11:24PM
Mike Sylvester said...
It proves that you're trying to pass off opinions as facts. Rare used the same method to do fur shading on Gamecube as they have on Xbox and Xbox360. Any apparent differences in quality are due to artistic choices.
8-20-2008 @ 12:22PM
Kenneth Caldwell said...
Nice article. Good analysis of current graphical trends as they apply to Wii games and hardware.
Reply
8-21-2008 @ 3:04AM
Colin said...
Nice article, however this is inaccurate info:
"The Unreal Engine 3 introduced the gaming world to an effect called virtual displacement mapping (also known as parallax mapping), which is essentially the next evolution of bump mapping with the appearance of more depth than normal mapping. A few Rare games used this effect at the Xbox 360's launch, but it hasn't shown up in any UE3 games, and has seemingly been forgotten by developers."
Did you not play Gears of War? This effect was used all over the place! Not just Gears either, parallax mapping is used in dozens of games, and not just games running UE3.
The Wii is capable of nice graphics when dev's spend the time on it, but when they're focused on a pretty game, typically they want to spend their time working with (far) less constraints than the Wii imposes. Actually, blame Sony for bad looking Wii games; there are so many PS2's out there, that it is a platform that cannot be ignored by developers, and while it's also pretty powerful, it's too different from the Wii, and so developers end up making games that easily work on both Wii and PS2. This is what we do at my studio... *ducks*
Regardless of the platform being worked on, in my experience, great art direction is what really makes a game shine, and great art direction is timeless, unlike every graphical trick in the book. Look at classic games like MGS1, Crash Bandicoot 1, Earthworm Jim, and any number of old games that were on outdated platforms with good art. They still look "convincing"; they still have charm, and thus, the graphics are still effective!
Reply
8-21-2008 @ 10:25AM
Mike Sylvester said...
Normal mapping, yes. It's all over the place. Parallax mapping, not so much. It's not especially missed in Gears because the places that could have used it, either have plenty of real geometry and good normal mapping, or have other issues like NO type of bump mapping and textures of below-average resolution, but those areas don't draw your attention as much as the beautiful vistas, so it's a fair enough trade.
I've found a few fighting games should have some type bump or displacement mapping on the ground. For all its beauty, Soul Calibur 4 has some super-flat arenas.