Thursday, April 25All That Matters

The coin model in Mario Odyssey has fewer polygons than Mario Galaxy’s but looks better thanks to advanced shading/rendering techniques.


The coin model in Mario Odyssey has fewer polygons than Mario Galaxy’s but looks better thanks to advanced shading/rendering techniques.



View Reddit by PichuunnnView Source

32 Comments

  • dr_winston_smith

    Neat! Though I have to wonder how much the light calculation eats into the savings made by using fewer polygons

  • blank_slate_000

    Normal maps weren’t as common during the ps2/wii era, were they? I don’t recall seeing that technique in many games at the time

  • Omnizoom

    These are great for smaller objects or ones seen as a distance however from certain angles the “flatness” of the actual object itself can be seen

    But it isn’t like players will stop and get right up close to a coin at the perfect angles many times at all for it to be a concern

  • CapoOn2nd

    A fantastic Hi Rez model will always look shit with a bad texture but the opposite is true for Low Rez model with good texture

  • colimar

    I remember someone said somente (without explanation) that Virtua Fighter Remix worked the graphics in a way that they got better results, more details and everything runs better with less polys. I think it also runs on Stv, a hardware below the Model 1 board used for Virtua Fighter.

  • zachtheperson

    As a 3D developer I’ve been blown away by how much of a difference modern programmable shader support has made on the Switch. I hadn’t owned a Nintendo console since the Wii and only picked up a Switch recently, and I probably spent way to long just staring at ice in some of the games.

  • Archangel289

    Can someone explain a normal map to me in simple terms here? I get that it’s simulating light, but is it simulating light from multiple angles, or does it just cheat and make a generic “upper corner” light that won’t look weird in 90% of situations?

  • RogueFox771

    As someone who’s only created a simple graphics rendering engine from open gl in college… I want to know more about how the normal map is created and applied

  • iced327

    I like learning stuff like this but then I always come to the comments and get bombarded with “well ackshually…” and “psh this is old new I knew this since I was a baby” and honestly… are you really adding anything?

  • McDroney

    “Bump mapping” has been around for 20+ years in gaming and far longer in rendering engines.

    There are examples of this technique used on old wii titles around the same time as Mario galaxy. But back then texture mapping had a higher tax on most hardware, so it was usually better to model a few more polygons to define a shape than rely on vram hogging textures.

  • cyberdeath666

    Nintendo, and a lot of other companies back then, used a lot of tricks to make their 3D games perform well on not-so-great hardware. Pre-rendered 3D backgrounds that were used as textures, billboarding, static light maps and reflections, etc. That stuff is still used, but cheap shader technology and better graphics cards have made it so a lot more realism can be added with less polys overall, which is crucial for good perf, even on newer hardware. Game development and pushing the limits of hardware is an art of its own.

  • Good_ApoIIo

    Normal maps and bump maps have been around for awhile, they just seem to be an underutilized technique.

    Halo CE used shaders like this which is why it still holds up pretty well.

  • Humblebee89

    Ah yes, Normal maps. That cutting edge advanced rendering technique lol.

    Not trying to sound condescending, it is cool, but normal maps have been around for a very long time. They were around on the OG Xbox, before the Wii.

  • BCProgramming

    This comparison popped up recently,

    It’s a strange comparison because it’s comparing two models from “models-resource”, but Models resource isn’t an archive of ripped assets from the original game, it has models that are recreations of the original asset by users. The poly counts and usage of maps is by the people creating those recreations, and has nothing to do with the original assets except to try to match it visually.

  • Your_Nipples

    No way. It’s amazing. Imagine if there was something like that but in greyscale to push the geometry, we could have detailed terrains, walls, and shit. If only… Maybe in 200 years.

    Imagine other studios doing the same thing as Nintendo, gaming would be so realistic.

  • RavenousBrain

    As any artist can tell you, it is the relationship between the value, textures, saturation, and hues that help brings out an object’s form and details

  • Riustuue

    This is called normal map baking and it is perhaps the most common and basic optimization technique you will see in video games. It has been used pretty heavily since the 360/ps3 era.

  • monkeyboyjunior

    You should credit Supper Mario Broth @MarioBrothBlog on Twitter, this is their content. It’s a great account with lots of great trivia like this.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.