Get an early taste of what Dead Space Wii could be
With yesterday's announcement that EA's very creepy, very good Dead Space would eventually make its way onto Wii, it seems the community has been left with nothing but questions. Well, we can't answer any of those questions right now, but we can present to you the next best thing: a video of someone playing the game with a Wiimote. Head past the break to check it out.










Reader Comments (Page 1 of 1)
Mr Khan @ Feb 4th 2009 4:27PM
Mike Sylvester's column isn't coming back, huh?
:(
David Hinkle @ Feb 4th 2009 4:42PM
No, he's still on board. We've just been taking things one at a time. First thing is tackling the little site bugs and inconsistencies that are still hiding around here.
Mr Khan @ Feb 4th 2009 6:29PM
:)
Apollo @ Feb 4th 2009 4:49PM
Dammit!
I thought the news post meant first screens and i actually thought it was a screen from the Wii build! :(
Hopefully, it'll be on par with the 360 and PS3 versions.
SourceJR @ Feb 4th 2009 6:26PM
lol your funny
Mazrael @ Feb 4th 2009 8:18PM
riiight.. on par eh.. you realise. that a Wii version would look completly gutted out, bland with no atmosphere.. it wouldn't be a tenth of the 360/PS3 version.. they should move on to working on Dead Space 2 for 360 & PS3, making it as good as it can be..
Jerk Face @ Feb 5th 2009 12:21PM
He's right - and might I also add that the 360 Arcade system costs less than the anemic Wii does. And Gamestop will give you money for your Wii. You can take your money and make a better choice. I did it, absolutely no regrets. If you are a gamer who is interested in games like Dead Space, you have no reason not to.
syrik zero @ Feb 4th 2009 5:00PM
That was sweet! Looked difficult to control but it's still awesome that someone can do that. I don't even care to try, as I would get frustrated quickly with myself.
diegolt @ Feb 4th 2009 5:07PM
It was made using the PC version of Dead Spae and using the wiimote with GlovePIE...
lasersanchez @ Feb 4th 2009 6:14PM
You have to admit, that's kind of a misleading article title. It worked, but still!
ByronFortescue @ Feb 4th 2009 6:46PM
Yeah, it should be titled: "Get an early taste of what Dead Space on Wii might be like"
David Hinkle @ Feb 4th 2009 6:57PM
Didn't mean to mislead, it's been changed.
lasersanchez @ Feb 4th 2009 8:19PM
Whoa, quick change! I didn't think it was intended to be misleading. It's probably difficult teetering the line between "make story sound interesting" and "don't over-complicate the headline". I'm kind of liking the idea of Dead Space on the Wii more than Dead Rising right about now.
acsguitar @ Feb 4th 2009 10:31PM
Hey all thats my video/script. Really was just nerding around seeing if it could work. Totally forgot about it until I started popping up on gonintendo and mtv multiplayer blog. Anyways here's the location of the script;
http://www.wiili.org/forum/glovepie-wii-mote-scripts-t360-s378.html
Its the Script posted by ascguitar (me) that says Deadspace script. Anyways enjoy.
Timerider @ Feb 5th 2009 12:52PM
That game scared the crap out of me on the Xbox, I don't think I would get it for the Wii.
Roberto @ Feb 5th 2009 1:37PM
I'd say,,, It will su** balls...
axl16 @ Feb 6th 2009 10:33AM
I'm very confident this Will be like these type of games BETTER, YES, BETTER ON Wii than the xbox360/ps3 versions as PES2008 and Shaum White did.
EA already has the TECH to make the graphics as close the xbox360/ps3 games, take a look to "NFS:ProStreet" and "Skate It" on Wii.
Of course they need to fix all the isuess this process take, if they done. This will be an amazing game for Wii!!
And will be the GRAPHICS STANDARD for the next EA hardcore games on Wii!!
I don't care about the controls, becose EA mastered it with MOHH2 and the Dead Space gameplay it's already great!!
the guy who knows @ Feb 17th 2009 2:23PM
similar to xbox 1 wait a second BASIC MATH never mind superior architecture…..
xbox front side bus 133mhz = 1gb bandwidth
wii frontside bus 243mhz plus peak 4to1 compression = 7.7 gb bandwidth
xbox main ram old ass sdram
wi main ram 1tsram-r plus gddr3
Pentium 3:
Bus Interface Unit to System Bus = 32 bit * 133 mhz = 1.0 GB/s
Bus Interface Unit from chip: 23 + 2.9 = 25.9 GB/s
L2 Data cache to L1 Data cache: 256 bit * 733 mhz = 23 GB/s
L2 Instruction cache to L1 instruction cache = 32 bit * 733 mhz = 2.9 GB/s
Gekko:
Bus Interface Unit to System Bus = 64 bit * 167 mhz = 1.3 GB/s
Bus Interface Unit from chip = 11.6 GB/s
L2 Data cache to fill buffer 64 bit * 485 mhz = 3.8 GB/s
L2 Instruction cache to L1 instruction cahe = 32 bit * 485 mhz = 3.8 GB/s
DMA controller to fill buffer 64 bit * 485 mhz = 3.8 GB/s
Fill buffer to L1 Data cache 256 bit * 485 mhz = 15.5 GB/s
Write Gather Pipe from Load/Store Unit 64 bit * 485 = 3.8 GB/s
*with data compression of 3.8:1 average data compression:
Bus Interface Unit to System Bus = 64 bit * 167 mhz = 1.3 GB/s * 4 = 5.2 GB/s
Bus Interface Unit from chip = 11.6 GB/s * 4 = 46.4 GB/s
L2 Data cache to fill buffer 64 bit * 485 mhz = 3.8 GB/s * 4 = 15.2 GB/s
L2 Instruction cache to L1 instruction cahe = 32 bit * 485 mhz = 3.8 GB/s
DMA controller to fill buffer 64 bit * 485 mhz = 3.8 GB/s * 4 = 15.2 GB/s
Fill buffer to L1 Data cache 256 bit * 485 mhz = 15.5 GB/s * 4 = 62.2 Gb/s.
Write Gather Pipe from Load/Store Unit 64 bit * 485 = 3.8 GB/s * 4 = 15.2 GB/s
The Gekko architecture is suited much more for streaming a large amount of data then the Pentium 3.
Broadway is Wii’s CPU.
PowerPC 750cxe FX/GX @ 729 MHz
Front Side Bus: 243 MHz, 64 bits @ 1.944 GB’s/sec
256 KB L1 instruction cache
256 KB L1 data cache (can set up 16-kilobyte data scratch pad).
This leads to 512 KB L1 Cache total
Normal Broadway interface:
Bus Interface Unit to System Bus = 64 bit * 243 MHz = 1.944 GB/s
Bus Interface Unit from chip = 17 GB/s
L2 Data cache to fill buffer 64 bit * 729 MHz = 5.832 GB/s
L2 Instruction cache to L1 instruction cache = 32 bit * 729 MHz = 2.916 GB/s
DMA controller to fill buffer 64 bit * 729 MHz = 5.832 GB/s
Fill buffer to L1 Data cache 256 bit * 729 MHz = 23.328 GB/s
Write Gather Pipe from Load/Store Unit 64 bit * 729 MHz = 5.832 GB/s
Broadways data compression
Data compression of 4:1 average data compression:
Bus Interface Unit to System Bus 4:1 = 7.78 GB/s
Bus Interface Unit from chip 4:1 = 68 GB/s
L2 Data cache to fill buffer 4:1 = 23.328 GB/s
L2 Instruction cache to L1 instruction cache 4:1 = 11.664 GB/s
DMA controller to fill buffer 4:1 = 23.328GB/s
Fill buffer to L1 Data cache 4:1 = 93.312 GB/s.
Write Gather Pipe from Load/Store Unit 4:1 = 23.328 GB/s
gamecubes internal gpu cpu bandwidths are 2.5 x xbox 1 and wii is easy 4 x plus
xbox celeron 733mhz = cisc 9 million transistors
wii broadway 729mhz = risc copper-wire silicon on insulator micro embedded tight small efficient design 20+ million transistors
hollywood gpu 3mb EDram 1tsram-r graphics buffer catch 28gb bandwidth not counting compression
xgpu xbox 1 128k graphics catch
hollywood texture stages 16 texture layers 8 8×8 real time lighting (plus custom cpu lighting)
xgpu 4 texture stages 4 texture layers 8×4 realtime lighting
hollywood also supports virtual texturing/tile rendering
2.5 x a gamecube/xbox is not a xbox
highest polygon count xbox 1 @ 30 frames 12 milion polygons
highest polygon count gamecube @ 60(not 30) frames 20 milion polygons
near x360 @ 480p
xbox my ass
gamecube xbox killers graphically and loadtimes
rogue sqodron 2 and 3
wind waker
twilight princess
metroid prime 1/2
beyond good and evil
resident evil 4
theres plenty of gamecube games better looking than xbox best and all load faster and run sweeter than xbox bug fest games
example
metroid prime 1 60 frames no loading times 24 bit colour gorgous graphics VS halo 1/2 only 30 frames 16 bit colour pop up graphics pop up textures glitches bugs long loadtimes
32 bit colour in game was imposable on xbox 1 and gamecube was optermized to run in a custom high performance 24 bit colour mode with out hitting hardware
it also supported a secondery 18 bit colour mode BOTH OF WITCH WERE BETTER THAN XBOX IN GAME COLOUR
gamecube had better colour lighting and texture effects than xbox FACT
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wiis frontside bus is 4to8 times more bandwidth than xbox fsb
wiis cpu has 4to8 times the internal bandwidth of xbox celeron
wiis gpu external and internal bandwidths are easy 4to8 times xbox
wiis 1tsram-r and edram 1tsram are 10 times faster in latency than xbox dram
wiis effective main ram bandwidth is easy 2.5 times that of xbox
xgpu has 128k of texture catch all gpu functions and buffers are handled in the 64mb main ram with low bandwidth and shiity latency theres no edram or real time decompression like wii has with its 3mb edram catch plus real time decompression and a huge 28gb bandwidth
3mb vs 128k no contest
add to this 24mb 1tsram on gpu die if dedicated to gpu thats 3mb edram plus 24mb 1tsram-r dedicated to gpu before hitting external main gddr3 ram
plus compression 27mb fast ram vs 128k gpu xgpu catch IM GIGGLING AT YOU XBOX FANBOYS
27MB 1TSRAM FAST RAM DEDICATED TO FAST GPU EFFECTS/INSTRUCTIONS BEFORE HITTING 64MB MAIN RAM
better compression decompression than xbox 1
better disc drive loadspeed and compression and storage space
fast flash drive to access like a access memory
disc /flash drive/gddr3/1tsram all faster than the xbox counterpart
1tsram rapes sdram gddr3 rapes sdram flash drive rapes harddrive and wiis custom disc set up rapes xbox dvd at streaming data
plus better compression and bigger catches AKA MUCH BIGGER PERFORMANCE
BROADWAY CPU PLUS ARM WORK CPU (DUBBED STARLET) VS XBOX CELERON NO CONTEST
HOLLYWOOD GPU HAS EASY PLUS 2X FILLRATE OF XBOX 1 GPU AND RUNS BOTTLENECK FREE WITH HUGE BANDWIDTH
64MB OF MAIN RAM PLUS COMPRESSION DEDICATED TO GRAPHICS PLUS THE 3MB EDRAM VS XBOX WITCH COULD USE SAY 32MB OF MAIN RAM TO GRAPHICS AND NO EDRAM
WII = 2.5 X A XBOX 1 OR GAMECUBE LEVEL MACHINE @ 480P
2X TRI FORSE ARCADE BOARD=WII
DROP THE MY XBOX WAS THIS POWERFUL FISHERMANS TAILS PLEASE