Okay mr 100% always right. Seriously stop with that you are just acting lame.
My point is based on revelations since it's a game that is easy to render. A speculation why it's one of the few games on 3DS that look good.
That doesn't answer anything. Why does Nintendo themsleves not make games even near revelation quality?
Right now you are treating me as if I can't be right there is not a single chance I can be right. That I know nothing.
Nintendo HAS released games that use many of the same effects as reveleations.
They just choose not to portray it in a realistic art style, which is why many people dont make the connection.
Super mario 3dland has simply FANTASTIC shader work lighting, it completely blows galaxies shader work (embm+emboss mapping+specular layer) out of the water, its just because of the 3dland art style, most people arent capable of recognizing it until it becomes slap you across the face obvious, like the stonework castle in the rain.
The reason Nintendo hasnt made many 3ds games that look like reveleations, is because, historically, Nintendo simply doesnt make many games that look like reveleations.
If you want to see what Nintendo can cook up with a more realistic and obvious 'good graphics' art style, you will have to wait for metroid 3ds, or a Zelda 3ds game thats not a remastering of an n64 game.
There is nothing easy to render about reveleations, Its a game drenched in heavy effects, with typically large sized areas, with lots of complex geometry, and detailed geometry of objects up close. Your erroneous point you keep hammering away on is based on an erroneously preconcieved notion of how you believe visuals like reveleations could be done on a system that you erroneously believe cant handle what reveleations does in real time.
So, since you never played the game, you rationalize that it must be comprised of tiny areas, like hallways, has a small number of enemies, which it uses to free up the resources to apply the fancy effects it does.
Which is simply not true. The majority of reveleations comprisis of large set peices, like a replication of a venice neighborhood block, a massive ballroom, a huge lobby of a high class corporate building with a rendered city street being overun by bow's running in the background, outside the glass walls, outdoor areas etc etc etc. If it didnt, the sniper rifle wouldnt be a very sensible weapon to include in the game.
The reason CAPCOM can make a game that looks like reveleations, and other companies who make similar realistic styled games cant, like ubisofts splinter cell 3ds, is because Capcom actually bothered to make a version of their mtframework engine that is based on the 3ds's architecture, while other companies, use engines like unreal 2, which is not only outdated, but has NO idea how to communicate with the 3ds's graphic pipeline for effects like normal mapping, self shadowing, per pixel lighting, volumetric fog rendering, hdr lighting, color correction, embm, speculars.
So it doesnt. It just spits out a game with bare minimum effects, not running the way the system was designed to use them, thus sucking up enormous amounts of unnecessary overhead emulating a different rendering environment.
What does dropping all those effects do to a game that was designed to use them? It makes them look like most 3rd party 3ds games.
But heres a an example.
This is doom III. Yeah, its a bit of an oldie now, but actually it makes for a pretty good example.
This is doom III, dropping all the effects.
This is what most devs are doing for their 3ds games. They are dropping the effects, because their middleware engines arent designed for how the 3ds handles its graphics.