Ok, je rééxplique. Les jeux conventionnels utilisent le sphère-mapping, la console recalcule le niveau 60 fois par seconde, elle est surchargée.
"[0004] While home video game systems are now relatively powerful, even the most advanced home video game system lacks the processing resources that video game designers dream about. Home video game systems, after all, must be affordable yet have the extremely demanding task of producing high quality images dynamically and very rapidly (e.g., thirty or sixty frames per second). They must respond in real-time to user controls--reacting essentially instantaneously from the standpoint of the user. At the same time, video game developers and their audiences continually desire ever richer, more complex, more realistic images. More complicated and detailed images place exceedingly high demands on relatively inexpensive video game system processors and other internal circuitry. If the image is too complicated, the video game platform will not be able to render it in the time available. This can sometimes result in incomplete, only partially rendered images that may appear flawed and unrealistic and thus disappoint users."
L´un des interet de ce nouveau système est de considérablement écharger la machine durant la partie.
"[0005] One approach to help solve this problem involves pre-rendering complicated scenes in advance and then adapting or otherwise manipulating those scenes in real-time to provide interactive video game play. For example, it is possible for a video game designer at the time he or she creates a video game to use a very powerful computer to pre-calculate and pre-render background scenery and other images. Developing a new video game can sometimes take a year or more, so using a high-power computer graphics workstation or even a supercomputer for hours at a time to render individual complicated background images is feasible. Such interesting and complicated background images are then often essentially "pasted" onto 3D surfaces through use of texture mapping during real-time video game play. This technique can be used to provide rich and interesting background and other video game play elements without a corresponding substantial increase in real-time processing overhead."
Je ne suis pas un proffessionel, mais nul besoin de l´etre pour comprendre ce qui est écrit.
Mais bon peut-etre que tu refuse simplement ce qui est dit.
Et arrète avec OOT, c´est n´importe quoi, Nintendo ne va pas breveter le Z-buffer des années plus tard.