Forum Overview :: Tales of Monkey Island
 
Also it apparently runs like shit on the Wii by Worm 08/07/2009, 9:06am PDT
Telltale's explanation? The iphone is more powerful than the wii, why don't you go buy an iphone?

Yare wrote:

The voices and textures are the way they are because we're limited to 40 megs for WiiWare titles. The PC versions of our games are usually 150+ megs, and most modern games range anywhere from 1-10 gigabytes or more. Talk to Nintendo about this one.

Frame rate issues will probably get sorted out eventually, but keep in mind that the Wii is just not a powerful console. An iPhone is much more powerful than a Wii, even.

So that's why it runs poorly you see. It's not a powerful system, and we made a game that requires a powerful system. Totally not our fault.

Yare wrote:

The extra RAM is really what makes the difference. Of the Wii's 88 MB of RAM, a not insignificant chunk of that is always being used by the OS and is unavailable to developers. The Wii's RAM is also split into two separate banks, each of which has different read/write metrics and you can't really spill from one to another if you need to.

As I said before, everything in computer science is about striking a balance between a small memory footprint, or having blistering fast algorithms. When you are limited in file size and memory footprint, you spend a lot of processing time decompressing things, deciding what needs to be loaded in memory at the moment, streaming things on/off the disk, and so on. If you have more memory, you can use cheaper (or no) compression, spend less time worrying about how much stuff can be loaded, hit the disk less frequently, memoize calculations, and other awesome stuff.

A little bit of RAM goes a huge way in letting you use faster algorithms. It's more important than a faster processor, IMO.

ONES AND ZEROES MAN, ONES AND ZEROES.
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Definitely a Monkey Island game by Worm 07/12/2009, 7:04pm PDT NEW
    Also it apparently runs like shit on the Wii by Worm 08/07/2009, 9:06am PDT NEW
 
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