Friday, 18 June 2010

Tech Report: How Powerful Is The 3DS?

So, the 3DS is finally out of the bag and the first screens and videos of some visually impressive titles are making their way across the interweb. Tuesday’s unveiling of Nintendo’s latest hardware entry couldn’t have gone better, with a crowd-pleasing assault of titles aimed squarely at the ‘core’ gaming market, and some solid tech backing it up.

This tech is what we’re going to be looking at here today at IQGamer, uncovering the details behind the visual mastery in the various screenshots doing the rounds, and assessing just how powerful the 3DS really is. Of course, without actual hardware specs there isn’t much to go on outside some released screens, and poorly captured internet video. However pictures do tell a tale, and in the 3DS’s case, a significant amount about the underlying hardware. Definitive conclusions you won’t find – this isn’t really possible at the moment – but an insight into just what we can expect from Nintendo’s latest is something we can clearly provide.


Many people were quick to point out in their initial impressions that the 3DS appeared to have PS2 or GameCube quality graphics. A bold statement indeed, as that would make the hardware incredibly powerful, matching the iPhone in pure polygon capability whilst lacking some of the mobile device’s advanced shader effects. In reality that doesn’t seem to be the case, with the system’s current performance looking to be in between the Dreamcast and the PS2, but with liberal use of bump-mapping and specular effects. Better than the PSP? Yes, but maybe not in terms of raw geometry pushing power.

Another thing to consider is the fact that the machine is rendering everything on screen in 3D, and this means rendering each frame twice. This takes up far more potential processing power than just rendering a single frame for 2D display, and more than likely impacts on the level of polygon performance the 3DS is capable of.

In addition the 3DS also allows you to adjust how much of the 3D effects is displayed in real-time using a slider next to the screen. The reduction or increase in the effect appears to be calculated on the fly by the processors inside the system, so clearly for it to do this eats up whatever power could have been used for something else.

Maybe if the 3DS didn’t have to render every game in 3D, then it would more than likely exceed the PS2 in terms of graphics overall, matching it with regards to real-world polygon performance, but completely topping it in the visual effects stakes. As it is, not so much so.

Using screens for comparison we can see just how the 3DS holds up against other formats, and whether or not claims of the machine being close in power to a PS2 or like an enhanced Dreamcast are really true.

It’s pretty clear from the offset that the 3DS’s polygon pushing power is nowhere near that of the PS2 or the GameCube in mid or high level scenarios, instead it does resemble some low end, low key GCN and PS2 style graphics but with a greater amount of visual effects.

Metal Gear Solid 3 is a good example of this. Here we have a title that is perhaps pushing around more on screen that of a Dreamcast – with lots of bump-mapping, specular highlighting, reasonable texturing, and some nice lighting – but that clearly falls short of a high-profile PS2 game, geometry wise at least. Instead polygon counts look very similar to top end Dreamcast games, but with a far more liberal use of special effects. Use of programmable shaders are also very apparent, clearly putting the hardware ahead of the PSP, PS2 and GCN in the effects department.



The same thing can be found with Resident Evil: Revelations, a game which initially looks strikingly next-generation but hides its low poly make-up under a veil of bump-mapping and shading. You can see that the character models are in fact a little blocky, lacking the kind of intricate geometry detail to be found in most PS2 and GCN games. Instead the game manages to fool you into thinking it is more high-end than it actually is by cleverly using a healthy amount of bump-mapping, and good use of texturing and lighting, which allows smoother edges and more detail with less geometry being needed.



To emphasize just how important bump-mapping can be to creating a smooth image, lets talk about Activision’s Call Of Duty for a second. In an interview with developers Infinity Ward it was said that the characters in Call Of Duty 4 were made up of less polygons than in COD2, but that they actually looked noticeably more detailed as a result of improved use of certain effects. The developers pointed out that by using improved normal mapping (a more advanced technique with similar results to bump-mapping) and better texturing, that they were able to create more detailed characters with less geometry cost. It’s this very same thing that is happening here with Nintendo’s 3DS.

Compared to Sony’s PSP, the 3DS does appear to be approaching it for the most part with regards to real-world polygon counts in games, with the exception of top-tier titles such as GTA and OutRun 2 which seem to be pushing closer to the PSP’s technical maximum of around 6 million polygons per-second. Other than that, the 3DS competes remarkably well but demonstrates a clear effects advantage over Sony’s machine.

It’s these effects that make some of the 3DS titles look so much better than what is available on the PSP. Strangely, it appears that it is mainly third-party titles that are pushing the hardware using a wide range of effects the new machine seems to offer. Nintendo’s own games instead, seem far more basic in comparison using the standard textured and shaded approach to graphics rendering. Of course it doesn’t help that most of their titles shown were either N64 ports or what looked to be enhanced DS games.

Capcom’s Super Street Fighter IV is a good example of this. The game appears to have polygon counts approaching PSP levels, but with much more detailed texturing, and more advanced use of lighting/shadowing, plus some evidence of advanced shader effects too. It’s noticeably better than anything on either the PSP or the Dreamcast, and like with Resident Evil shows signs of visual effects normally found on the original Xbox.

Particularly impressive is the use of self-shadowing, an effect absent from the original PS3 version of SFIV, but later included in the ‘Super’ version. This is not something you’d expect to see on a handheld title, that’s for sure.



As you can see in many of the screens, it looks like the 3DS clearly has programmable pixel/vertex shaders, like with the original Xbox, or the PS3 and 360. Initially some people pointed out that Nintendo’s machine could simply be using older fixed-function type effects, ones that aren’t programmable in any way but give off a similar look. There are many fixed variants of common shader effects, and it could be that is just what 3DS games are using. However it has since been confirmed in an interview with Miyamoto that the hardware is fully capable of using shaders, thus putting an end to such speculation.

What this means, is that although it is pretty obvious that the 3DS is similar in power to Sega’s Dreamcast in terms of polygon rendering capabilities, and pretty close to the PSP, it is substantially more powerful than either of those two machines, or even the PS2, GCN and the Wii with regards to effects. Supporting shaders, the 3DS goes beyond what any of those machines can do in this regard, but how about against the iPhone?


Comparing it to the iPhone is perhaps a little more difficult, not least of all because few developers have actually tried to push the hardware, but also because there is a heavy software layer hiding direct access to the machine’s graphics hardware preventing devs from fully exploiting it. However, we do know that the SGX535 GPU inside the iPhone 3GS is clearly capable of better visuals than the 3DS regardless of the software restrictions. Developers using the Open GL development environment have access to the full range of shader effects the SGX535 Shader Model 4.0 core provides, whilst also being able to push similar levels of geometry to lead PS2 games around on screen.

The question with the iPhone, is whether or not developers have enough incentive to do this. After all, the iPhone is hardly a hotbed for bleeding edge games development, and there’s also the case of making games look good with the limited resources you have on offer, neither of which seem to be happening on Apple’s platform. In this case it really is an example of one platform being vastly superior (iPhone), but in which there is little software to showcase this fact. So with this, it’s safe to assume that most third party 3DS titles will look better than some of the best iPhone games, but not because the actual hardware is more capable, but because it is in the developers best interests to do so.

At the end of the day it looks like we can expect graphics quality in between Dreamcast and the GCN, but with the added use of shader effects seen on the original Xbox and beyond. Is it possible for the 3DS to do more? Maybe, but without seeing the specs sheet we simply don’t know, and it would be foolish to try and make such assumptions so early on.


In terms of what hardware lies inside the 3DS, we don’t really know for sure as nothing has been confirmed. But we do know that there must be some kind of ARM-based CPU inside the machine to maintain compatibility with the old NDS - enhanced and clocked at a faster speed to also handle the new stuff too – And, that the GPU is looking likely to be one provided by Japanese firm DMP, seeing as the company already has a chip powering another portable 3D display.

All things considered, the 3DS is a pretty powerful piece of kit sitting somewhere in between the Dreamcast and the original Xbox in terms of overall graphical performance. It might not be able to push polygons around on screen like there’s no tomorrow (less than PS2, GCN and XB), but with a range of impressive visuals effects made possible through the use of shaders, it doesn’t need to. In that respect, Nintendo’s latest handheld appears economical in its hardware design, yet perfectly capable for the task at hand. And for a successful handheld that really is all you need.

As more information surfaces, and developments occur we shall endeavour to revisit our look at the hardware inside the 3DS, updating you with what we hope will be the most informative and accurate report of its technical capabilities around. For now, this little insight into what is possible will have to do.

Thursday, 17 June 2010

PlayStation Move Launch Details Surface

Sony’s eagerly awaited Playstation Move is heading to retailers on the 15thSeptember 2010 as confirmed at E3 last night.

For anyone unaware of previous product details from Sony, the Playstation Move is a motion-sensing controller system that uses the Playstation eye camera (already available) that tracks a glowing light bulb on the end of a remote to apply the gamer’s actions precisely. The controller consists of one long rectangular shaped controller or ‘stick’, designed to record movement and a second sub controller, named the navigation controller.


Several games were also announced alongside the Move that have been specifically designed for use with the system. Firstly an action game called Heroes of the Move that includes some old favourite characters from PS2 and PS3 platform games. Daxter, Jak, Sly raccoon, Ratchet and Clank all feature. Secondly a fantasy game called Sorcery where you cast spells with your wand, is particularly appealing to me as a Harry Potter fan!! Tiger Woods 2011, Singstar: Dance, Time Crisis: Razing Storm, SOCOM 4 and the promising Killzone 3 are also confirmed as compatible with the Playstation Move.

A UK price point has not been confirmed, but prices and a bundle have been confirmed for North America. The bundle confirmed by Sony features the Move controller, PlayStation Eye camera and the specially developed Sports Champions, as a part of a bundle for $99.99. This has not been confirmed for the UK as yet, although retailers here are taking preorders for the Playstation Move remote with the Eye Camera included. The suggested price on several websites for this set is between £50-£60 with the individual controllers priced at around £40, and the navigation controller at roughly £30 if you wished to buy extra sets or already have the Playstation Eye camera.


This certainly could be a revolution for current PS3 gamers in how they play their games, and I predict it will be successful as long as there is a continued focus on new and innovative game design that is suitable to the PS3 audience, rather than a trend towards cheaply made clones of previous successes on the Wii. The Playstation 3 has advantages in areas that the Wii does not, such as high-end graphical capabilities and much more processing power, which in turn should allow for games that produce a good combination of playability and design.

Against the new Xbox product, Kinnect, graphical differences and processing power are not as important, but in my opinion, a lack of controller will mean a more confusing experience for the lay consumer. However time will tell!!

We look forward to posting up more information about both Move and its compatible games as it feeds through to us, and hope that Sony will bring us a product that becomes more than a lost remote under the sofa.

Mary Antieul, Contributor

You can read our original in-depth, tech-focused piece about the hardware here.

Tuesday, 15 June 2010

Nintendo Unveils 3DS, Full Software Line-Up

Just a few hours ago Nintendo unveiled the hotly anticipated 3DS to the world at its E3 press conference. The machine, looking strikingly like an enhanced version of the current DSi and XL machines, is a vastly more powerful beast equipped with both motion sensors and an adjustable 3D widescreen display.

Those of you expecting an Xbox 1 matching visual experience will be disappointed. However from what we’ve seen the 3DS seems to rival the PS2 and GCN on a lower level, and exceed them in certain areas (possible shader effects, bump mapping etc). It's not so surprising then, that the brand new handheld was being aimed squarely at core gamers at the event, with a barrage of classic and updated franchises.

Lets take it away!


On first inspection the 3DS looks remarkably similar to the existing DSi and Light models available on stores shelves. Looking closely however, reveals some major improvements, and a doggedly stubborn approach to change. The standard d-pad plus four face buttons remain, as does the two shoulder buttons and bottom touch screen. The d-pad now appears lower down, and in its old position sits a flat analogue nub of sorts, much like the one found on the PSP, but situated slightly inside the unit’s shell.

The bottom screen is the same touch screen as present in the DSi, however the top screen is where all the special stuff occurs. As you may have read before in this very blog, the top screen is a sharp manufactured, auto-stereoscopic widescreen display which displays 3D images without any need for the user to wear polarised or shuter glasses. It measures 3.53 inches across, and has a pixel resolution of 800x240 (400 pixels are allocated for each eye to enable 3D viewing).

A slider on the unit controls the strength of the 3D effect, which will be adjustable for every game, but also allows you to turn it off completely if you want a crisp and clear 2D image instead.

Backing up the use of 3D and the existing touch screen, comes the rumoured inclusion of motion controls and tilt functionality. To that end the unit features a gyro sensor inside, along with other motion sensing equipment. Apparently both 3D and motion sensing can be used at the same time, although reports state that the image can become split in two, and suffer from ghosting if viewed off-axis, meaning that in order to get the best image, you will have to be looking straight on at the screen.

It is likely that most games will either choose to use subtle motion sensing and 3D combined, or 3D and greater motion sensing separately. Certainly, from early hands-on impressions this would seem like the best course of action for developers. But we will see.

Moving on, the two cameras present in both the DSi and the DSi XL remain, although the outer camera now consists of two camera lenses enabling it to take photos for display in 3D on the top screen. Both have a 640x480 in 0.3 megapixel resolution, same as in the DSi, and still present the user with grainy, low-res looking pictures as before.

Wi-Fi is of course present – the same 802.11 band as found in existing models, along with WPA/WPA2 security support, and a stereo headphone jack is present at the bottom of the unit.

In terms of software, Nintendo announced a slew of impressive titles. Some were merely remakes of old N64 and PS2 games, whilst others were a combination of brand new releases and ported PS3 and 360 games.

The most impressive ones were:

- A port of the PS2 smash hit, Metal Gear Solid 3, which featured some lavishly bump-mapped visuals, great lighting, and solid texturing.


- A new iteration of Mario Kart:


- StarFox 64:


- Resident Evil: Revelations:


The full list of games can be found below:

- Activision - DJ Hero 3D

- AQ Interactive - cubic ninja

- Atlus - Etrian Odyssey, Shin Megami Tensei, Shin Megami Tensei: Persona, Shin Megami Tensei: Devil Survivor

- Capcom - Resident Evil Revelations, Super Street Fighter IV 3D Edition (working title)

- Electronic Arts - FIFA Soccer, Madden NFL, The Sims 3

- Gameloft - Asphalt GT

- Harmonix - Music game

- Hudson Soft - Bomberman, Deca Sports, Kororinpa

- Konami - Baseball, Contra, Frogger, Metal Gear Solid: Snake Eater 3D "The Naked Sample", Pro Evolution Soccer/Winning Eleven

- Level-5 - Professor Layton and the Mask of Miracle (working title)

- Majesco - BloodRayne: The Shroud, A Boy and His Blob, Face Racers: Photo Finish, Lion's Pride: Adventures on the Serengetti, Martha Stewart, WonderWorld Amusement Park

- Marvelous - Bokujyoumonogatari 3D (working title)

- Namco Bandai - Dragon Ball, Gundam, Pac-Man & Galaga, Ridge Racer, Super Robot (all working titles)

- Nintendo - Animal Crossing, Kid Icarus Uprising, Mario Kart, nintendogs+cats, Paper Mario, PilotWings Resort, Star Fox 64 3D, Steel Driver

- Rocket - Crash-City GP, VS-robo

- SEGA - Sonic, Super Monkey Ball (working titles)

- Square Enix - Codename: Chocobo Racing 3D, Dragon Quest, Final Fantasy, Kingdom Hearts

- Take-Two - Carnival Games

- Tecmo Koei - Dead or Alive 3D, Dynasty Warriors, Ninja Gaiden, Samurai Warriors 3D (all working titles)

- Tomy - Lovely Lisa 3D, Naruto Shippuden Action

- THQ - de Blob 2, Kung Fu Panda Kaboom of Doom, Marvel Super Hero Squad Infinity Gauntlet, The Penguins of Madagascar, Puss N Boots, Saints Row: Drive-By

- Ubisoft - Assassin's Creed: Lost Legacy, Battle of Giants: Dinosaur Strike, Driver Renegade, Hollywood 61 (working title), Ghost Recon, Splinter Cell: Chaos Theory

- Warner Bros. - Batman, LEGO

Along with a long list of games Nintendo also mentioned that the 3DS will be able to display 3D movies. Disney, Warner Bros, and Dreamworks were all said to be involved, though no further information was forthcoming.


Overall, the 3DS definitely feels like a turbo-charged upgrade to the current DS than an all out revolution. Certainly, in terms of design and aesthetics, it looks that way. However the machine appears to be more powerful than most handhelds on the market, packing more usable grunt than the PSP or maybe even the iPhone in real-world terms, and has 3D support to back it up.

What remains to be seen is whether that particular effect is enough to keep people interested in what could initially appear to be one DS model too many. Thankfully, from what we’ve seen at E3, that doesn’t appear to be the case, plus with the extra horsepower under the hood – and the use of analogue controls – the 3DS could well usurp the PSP as the core gamers mobile platform of choice.

IQGamer will be investigating the hardware and graphics potential in the 3DS shortly.

Monday, 14 June 2010

Microsoft Announces 360 Slim

Earlier today at their pre-E3 press conference in LA Microsoft officially unveiled a brand new version of the 360 console, marking an end to leaked motherboard photos and numerous unconfirmed reports of its existence.


The 360 Slim is a smaller, shorter, and quieter redesign of the current Super Elite model, boasting a 250gb hard drive, built-in 802.11n Wi-Fi adaptor, extra USB ports, a separate optical output for surround sound users, and a port for hooking up the Kinect motion sensor.

Compared to current models of 360 the slim features a shiny gloss black finish with chrome highlights, and also has touch sensitive buttons much like the original chunky PS3’s. Internal revisions to the hardware are obviously present, with a shrunk down CPU/GPU combo and one single fan responsible for cooling the unit, resulting in the console being "whisper quiet" according to Microsoft.

Retailers in the US are expecting to receive stock of the new console later on this week for immediate sale, whilst Europe is said to be getting the machine on 16th July.

We shall be providing a more comprehensive look at the hardware later on this week after the mayhem of E3 has subsided.

'Project Natal' Evolves Into Kinect

At last year’s E3, Microsoft gave us a tantalising glimpse at their entry into the world of motion control gaming with ‘Project Natal’, a control system which foregoes the actual use of a physical controller and instead places you, the user, as way of directly manipulating the action on-screen. The demos for the unit showed members of the associated press and readers alike just how much further the concept of motion could be pushed, taking the game literally into the living room. Finally that concept has been given a name.

Last night at their Cirque-du-Soleil event in Los Angeles Microsoft pulled back the curtain on ‘Project Natal’, revealing the final name for the device as the ‘Kinect’ referencing both motion and the idea of bringing people together for new gameplay experiences. They also showed off the final ‘Kenect’ hardware, which looked smaller, and slightly sleeker than the early prototypes demonstrated at previous events.


A list of titles for the ‘Kinect’ was announced, with games varying from family sports titles, a multi-game action title, a racing game, and a virtual pet simulator of sorts.

First was Kinect Sports, in which MS showed off bowling, tack and field, soccer, and volleyball. It appears to be direct competitor to Nintendo’s Wii Sports, but somewhat more advanced, although not always completely accurate with some journos sighting a lack of 1:1 movement and lag as the main cause.

Next up Kinect Adventures. This looks to be a compilation of on-rails action mini-games, and both a rafting game and mine-cart ride were shown. The aim of the title appears to be collecting various goodies by reaching out to grab them whilst maintaining the speed of the raft or cart. Jumping speeds up the raft, and at certain points in either game players have to strike a pose for the camera adding to the fun.

Kinectimals is the resident virtual pet game for the device, featuring an array of big cats instead of cute little pooches and bizarre fictional critters. Users were able to pet and play with the on-screen cats, along with trying to teach them tricks and throwing them a ball. It looks like a glorified Nintendogs-meets-Invisimals from what I can see, definitely something that could catch on with younger gamers.

Kinect Yoga & Tai Chi was Microsoft’s answer to Nintendo’s Wii fit. The demo shown saw an avatar guiding you through how to do certain moves, and an outline of yourself next to it demonstrated how well you were doing. From what we’ve heard, the Kinect’s full body tracking will allow far more precision in the game’s monitoring of your movements compared what is available with the Wii fit and balance board, although only a sample of stuff was shown.

Joy Ride was the obligatory racing game, though apparently one of the least impressive of all the titles showcased. A simple arcade racer, you hold your hands out like you would when holding and real steering wheel and turn them to move left and right. Leaning in either direction pulls off a powerslide of sorts, and waving your arms around makes you do tricks.

Dance Central: Self-explanatory really. The game uses the camera to track your moves as you attempt to follow the prompts on-screen.

By far the most interesting title revealed though (and the one likely to be most wanted by hardcore gamers at the event) was non-other than a compatible Star Wars game.

Kinect: Star Wars visually looks much like the Clone Wars CG series aired on Sky, and is an on-rails light sabre battling experience. The player looks to be moved around on-screen automatically whilst they wave their arms around to perform Light Sabre slashes, (blaster shots can be repelled like in the films) and can use force powers by thrusting their hands back and forth. The demo ends in a cool duel against lead villain Darth Vader.

Outside of compatible games, Microsoft also revealed a brand new Dashboard interface that used the ‘Kinect’. Various applications such as Facebook, Twitter and a program that allowed both photo sharing and video chat with friends were shown. Icons on-screen showing the different programs could be selected by simply pointing at them, and control once in the selected program was handled using motion and gestures with the ‘Kinect’

Lastly, Microsoft’s Kudo Tsunoda announced that the ‘Kinect’, along with six separate software titles would see a release on 4th November in the US with a worldwide launch thereafter. No indications of pricing structure or a hardware and software pack were revealed, with such information likely to be forthcoming closer to launch.

Sunday, 13 June 2010

3D Stardust Sees 2D Performance Increase

Earlier this week Sony released a patch for Super Stardust HD finally enabling 3D support to coincide with the launch of their flagship 46” Bravia 3D LCD HDTV. Not long after the patch was released came reports that the update not only allowed the game to be played in 3D, but that it also added some graphical enhancements to the title as well.

Users reported a smoother image and cleaner look to the game when running the game in 1080p mode, and some have also stated what looks like additional anti-aliasing in when running in 720p. Yesterday on Sony’s official UK blog at PlayStation.co.uk this was indeed confirmed to be the case.


Super Stardust HD originally ran in 1280x720 with 2xMSAA and at 60 fames per-second for 720p, and in 1280x1080 with no AA for 1080p, also I might add at the prerequisite 60fps. That in itself is pretty impressive given the amount of particle effects and transparencies on screen at any given time, especially when you consider the game managed to maintain a smooth 60fps update throughout.

For 3D developers essentially have to render each frame twice, one for each eye, meaning that you’d either have to be doing 720p at 120fps to maintain the same resolution in 3D at 60fps, or halve the rendering resolution to keep up the framerate if this isn’t possible. With the upgrade Stardust manages to not only keep up performance in 3D, but the developers have furthermore optimised the title to enhance image quality overall for the game running in 2D.

Housemarque CEO and co-founder Ilari Kuittinen confirmed via the official blog that Stardust did indeed receive a noticeable performance boost in 2D owing to the resulting work carried out in order to get the title running suitable in 3D. Surprisingly most of the work done in getting the game running in 3D was done without an actual 3D HDTV.

“We had the first 3D version of SSHD running in autumn 2009. We didn’t have a proper 3D television at that time and we had to use paper anaglyph red-and-green (or cyan to be exact) glasses to see the 3D image on our monitors. The images we could produce didn’t even have proper color in them, but it was still really impressive.”

For 2D the developers have upper the level of anti-aliasing from 2x to 4xMSAA in 720p, and for 1080p now have the game rendering in full 1920x1080 and at 60fps with no AA. Previously the game rendered at 1280x1080 for 1080p mode, with the PS3 then performing a horizontal upscale to 1920 resulting in some loss of sharpness and some minor upscalng atifacts.

The difference is easily noticeable with 720p looking cleaner and more jaggie free than before, and 1080p now looks mind-blowingly sharp. Both at 60fps too, which makes this upgrade all the more impressive.

Similar improvements can be found in the game’s split-screen mode as well. Before Stardust would only run at 30fps in this mode, but after the upgrade it is running in 60fps matching the single player game.

Both Housemarque Ilari Kuittinen certainly seemed impressed with what they have achieved, and so they should be as nobody really expected full resolution 720p and 60fps for the game running in 3D.

“3D certainly has a bright future ahead and we are happy that we had a chance to develop the first 3D PS3 game that runs 720p resolution in 60fps for both eyes, meaning that we are actually having 3D SSHD running in 120fps!”

A recap of the updates listed below as on the official PlayStation blog:

- 3D mode of the game running 720p at 120fps (60fps per eye)
- 2D mode of split screen co-op mode updated from 30fps to 60fps
- 4x antialiasing support in 720p and native 1920×1080p support in 2D mode

You should also check out the blog entry too, as it has a few insightful details on how the upgrade was achieved.