I'm sorry this post is full of bad ideas on Pachter levels. The gamepad is what the Wii U is all about to isolate it would mean many games not using Off TV play.
They are already selling at a loss it is not a $599 console, this is why we are talking about these low Specs in here. It should do fine after holiday Rush if they keep the games coming. Games + Price
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote
I'm sorry this post is full of bad ideas on Pachter levels. The gamepad is what the Wii U is all about to isolate it would mean many games not using Off TV play.
They are already selling at a loss it is not a $599 console, this is why we are talking about these low Specs in here. It should do fine after holiday Rush if they keep the games coming. Games > Price
Today I learned that the Wii U is capable of creating dynamic light sources. That must be a good sign.
I'd rather a traditional console without the tablet gimmick. Look how many games use waggle well on Wii, not that many. Some games are outright hurt over forced waggle. Now they have to sell a underpowered console at a over powered console pirce point over a tablet that 2 years in will have few if any worth while games that use it.
But we don't know how much the WiiU is underpowered compared to the competition, nor we don't know how many titles will make a good use of the GamePad (especially in 2015...), so why such negativity? And 300$ now is not the same 300$ that people paid for Xbox 360 at launch in late 2005.Now they have to sell a underpowered console at a over powered console pirce point over a tablet that 2 years in will have few if any worth while games that use it.
I think you need to re-read my post, because I never implied that.You were implying that dynamic light sources are some kind of super taxing special effect that is special in any way. It's a very simple effect used in hundreds of games over the last three generations.
We don't even know if those kits are permanent. For all we know they could be leased.I'm surprised that the CPU+GPU specs haven't leaked yet with all review sites having received their Wii U review kit already. You'd think someone by now would have opened that baby up, checked its guts and the information would be floating around.
"I guess..."You said it was an impressive feat.
I think you need to re-read my post, because I never implied that.
I said dynamic lighting can be expensive and it's effected by the complexity of a scene. Anything more and you're reading way too much into my post.
It's cute to see Nintendo fans "discovering" graphical techniques from the 90s and gushing about how much "GPGPU" you need to implement them.
It's cute to see Nintendo fans "discovering" graphical techniques from the 90s and gushing about how much "GPGPU" you need to implement them.
That's just how powerful Wii U is. Takes computer graphics from 20 years ago and makes them cool again.It's cute to see Nintendo fans "discovering" graphical techniques from the 90s and gushing about how much "GPGPU" you need to implement them.
It's cute to see Nintendo fans "discovering" graphical techniques from the 90s and gushing about how much "GPGPU" you need to implement them.
Can be said about fans of all platforms.It's cute to see Nintendo fans "discovering" graphical techniques from the 90s and gushing about how much "GPGPU" you need to implement them.
I would say 95% of this forum maybe more is like this, not just Nintendo Fans, I mean we are constantly posting posts from Beyond 3D's forums just because they are more knowledgeable about tech (they are a tech site afterall, and we are a games site)
Honestly what you said can be applied to the people in some of the other next gen console threads talking about the other consoles needing 3TFLOPs of power, they don't know why of course that a GPU would need that sort of power, especially when UE4 is fully featured above 1TFLOPs, but you know, bigger numbers are better.
I'll say this one more time, Architecture is far more important than processing power, having a modern feature set from AMD in their GPU will push Wii U, 720 and PS4 much further into next gen territory than GFLOPs the GPU pushes. I'll still point out how tegra 3 pushes into current gen graphics much more than Wii's despite them having roughly the same performance.
Can be said about fans of all platforms.
Can be said about fans of all platforms.
Probably true, I guess the reason they don't annoy me as much is that they don't flip-flop as vigorously. (Between "graphics don't matter" and "omg GPGPU!")Can be said about fans of all platforms.
How do we define "more powerful". In terms of power in a console, you surely want your GPU to be more powerful. Personally I like having a powerful CPU as well though, since that's usually what enables new gameplay design.So here's a possibly useless question. If your GPU and CPU weren't roughly equivalent in power, which one would you prefer to be the more powerful chip?
Sub-pixel polygons are the only way to roll. And you can skip the pixel shader! Reyes for everyone.I do look forward to the 720/PS4 at least trying to tessellate every brick and stone, Crysis 2 style, even if by then I'll have been enjoying it for well over two years.
I would say 95% of this forum maybe more is like this, not just Nintendo Fans, I mean we are constantly posting posts from Beyond 3D's forums just because they are more knowledgeable about tech (they are a tech site afterall, and we are a games site)
Honestly what you said can be applied to the people in some of the other next gen console threads talking about the other consoles needing 3TFLOPs of power, they don't know why of course that a GPU would need that sort of power, especially when UE4 is fully featured above 1TFLOPs, but you know, bigger numbers are better.
I'll say this one more time, Architecture is far more important than processing power, having a modern feature set from AMD in their GPU will push Wii U, 720 and PS4 much further into next gen territory than GFLOPs the GPU pushes. I'll still point out how tegra 3 pushes into current gen graphics much more than Wii's despite them having roughly the same performance.
"Bro, Xbox720 dun got 16Gigs RAM" *wank wank wank*
"Why would a console game need 16 gigs RAM?"
"Bro, don't bother me with stupid questions. They just will!!!"
I'd rather a traditional console without the tablet gimmick. Look how many games use waggle well on Wii, not that many. Some games are outright hurt over forced waggle. Now they have to sell a underpowered console at a over powered console pirce point over a tablet that 2 years in will have few if any worth while games that use it.
I think the fact there won't be the resolution disparity will help a lot too, along with 24-bit color minimum (I'd hope). Being 480p with several sub 24-bit color games was the most damaging aspect of Wii visuals, fixing those two will make the comparison between the Wii U and the next Xbox/Playstation more akin to PS2 versus GC/Xbox at best, HD collections versus native PS3/360 games at worst. And quite a few of those games actually do hold up surprisingly well, even if the jumps can be blindingly obvious (God of War 1/2 versus God of War 3 especially).The Halo 4/Skyward Sword/ZeldaHDtech comparison is exactly what I was referring to when I said people will argue what 'graphics' define the apex of a generation, and what bests them, when there's no technical knowledge behind the arguments themselves. It's all just preference and taste in art and style.
Like when people rant about how the two Galaxy games are among the most gorgeous of this generation. And I'd agree. But by no stretch of the imagination are they technical wizardly that matches what is and has been accomplished on the Xbox 360 and PlayStation 3. But that doesn't really matter, because people still think it looks good.
The same will be true for much of the Wii U, especially when art styles differ. Unless we're talking about quantifiable, measurable technical components of a measuring engine, no game looks better/worse beyond what you, on a purely subjective level, prefer. This is why I've argued that if Retro's game isn't stylised towards realism (and by this I mean proportionally, not necessarily a modern setting), it won't matter if it is or isn't technically more advanced than current generation offerings. People will be divided and not everybody will agree it looks better. Same will go for EAD's offering if it's anything like their usual style.
Ugh, no no no. Granted, the Wii Remote in hindsight does seem to have been something of a misstep, but once you start making that stuff optional you'll rarely see it properly supported, and even if you have wide support (Dual Shock) you'll usually have concessions made so people without that controller can still play the game (right stick for camera didn't take off until the PS2). And this is by far the least offensive controller for core games: it's literally a regular controller with a touch screen in the middle! A few idiot gimmicks aside that'll likely remain very useful just displaying a map or status information there even if it's barely used otherwise, and it isn't inherently an obstacle to many traditional games like the Wii Remote was.I'd rather a traditional console without the tablet gimmick. Look how many games use waggle well on Wii, not that many. Some games are outright hurt over forced waggle. Now they have to sell a underpowered console at a over powered console pirce point over a tablet that 2 years in will have few if any worth while games that use it.
N64 is capable of creating dynamic light sources.
So here's a possibly useless question. If your GPU and CPU weren't roughly equivalent in power, which one would you prefer to be the more powerful chip?
Gemüsepizza;44246628 said:This is beyond silly. Just because Microsoft and Sony are aiming high does not mean they don't care about costs. You can bet that developers want even better hardware specs than what we will get with the Xbox 3 and PS4.
Most Gfx engines out there these days rely more on the GPU than CPU, certainly in PC gaming you'll get far more mileage out of a combination of a relatively weak CPU, but strong GPU.
Battlefield 3 being a prime example, a fast 2 core CPU with an ATI 78xx or Nvidia 6xx class card will give great frame rates.
Unreal Engine 3 is pretty CPU dependant though, will be interesting to see if they've addressed that with UE4, given all the extra computational power modern GPU's have, they really should have shifted more of the burden over to it.
Though for the WiiU, that will be pretty irrelevant, as UE4 Will be on it.
If anything, the in my opinion vastly improved framework over Unreal Engine 3 could help developers more easily develop games. As for features, I agree with you, it's more likely just improved tools etc. For things as standard in the package, I can see Code View and to a lesser extent Hot Reload being very valuable for Wii U developers (for any developer really).I'm pretty confident UE4 is on the Wii U. Extent of feature sets and portability of 720/PS4/PC UE4 titles is another matter entirely. But I'm...very sure UE4, in some form, is on the Wii U. Could be just the heavily improved toolset and optimisation features.
Battlefield 3 being a prime example, a fast 2 core CPU with an ATI 78xx or Nvidia 6xx class card will give great frame rates.
Considering that both use AMD's graphics that's rather unlikely. We'll probably see more tesselation in PS4/Xb3 titles than we see in current DX11 PC versions of multiplatform games (with some exceptions like Crysis 2 DX11) but it won't be as heavy as in Unigine Heaven for example.I do look forward to the 720/PS4 at least trying to tessellate every brick and stone, Crysis 2 style, even if by then I'll have been enjoying it for well over two years.
/smug PC cunt
Rösti;44247166 said:If anything, the in my opinion vastly improved framework over Unreal Engine 3 could help developers more easily develop games. As for features, I agree with you, it's more likely just improved tools etc. For things as standard in the package, I can see Code View and to a lesser extent Hot Reload being very valuable for Wii U developers (for any developer really).
To prevent the thread filling up too early with "My body is ready" and such, I'll wait just a bit more before posting it. But it's coming within a day or two.I hear that you will be making the Wii U Launch thread later this week. Any word on when it might happen? And thanks.
Rösti;44247316 said:To prevent the thread filling up too early with "My body is ready" and such, I'll wait just a bit more before posting it. But it's coming within a day or two.
in single player but not multiplayer. multiplayer needs a quad core unless you like gaming at 25fps with large dips any time the action heats up.
Honestly what you said can be applied to the people in some of the other next gen console threads talking about the other consoles needing 3TFLOPs of power, they don't know why of course that a GPU would need that sort of power, especially when UE4 is fully featured above 1TFLOPs, but you know, bigger numbers are better.
Is that right.?...it's not a game I own, I was just going by benchmarks I've seen, which show very little difference between 2 or 4 cores, only GPU seemed to affect the frame rate.
As for UE4, maybe it will make an appearance on the WiiU, maybe it wont, time will tell, but we know one thing for certain, it wont be able to work to it's full potential on the WiiU given the (relatively) weak CPU/GPU and low available RAM, compared to what it will be able to do on the PS4 and Xbox next and PC.
Rösti;44247316 said:To prevent the thread filling up too early with "My body is ready" and such, I'll wait just a bit more before posting it. But it's coming within a day or two.
There's no such thing as 'fully featured' with a programmable graphics pipelines. Maybe you need a certain amount of power to use certain or all effects that come as part of the UE4 package, but there's nothing to stop developers going further with their own shader programs with more power.
I get the impression some people look at UE4 as a pinnacle of graphical achievement, with a 1Tflop requirement to do whatever you could ever want, and beyond that it's just scaling polygons or resolution or something. That's rubbish.
This is probably old right ? http://mynintendonews.com/2012/11/10/downloaded-wii-u-software-cant-be-saved-to-sd-card/
There goes our last chance of getting higher load speeds than USB2.0
Maybe we could persuade nintendo in future.
Right... more power equals more that can be done. I understand that, I think everyone here does... But Epic was saying multiple TFLOPs for the "full feature set" and changed it to 1TFLOPs+
eality is that PCs don't push super high end graphics because the budget simply isn't there for them to do so, and while $100m has been shown to work on consoles from time to time, every developer for every game won't get that sort of money
Very old, we had a long annoying thread on it yesterday and it was already old then
But I felt it was kind of important to mention.
Right, but the rendering pipeline in an engine like this is not going to be overly prescriptive. They talked about 'things getting interesting' beyond 1Tflop. Which I guess means using their full-fat lighting pipeline that they provide out of the box.
But that doesn't represent a cap. If you gave Epic, or another team, more to work with, they'd do different, better things.
The best looking console games don't typically cost that kind of money to make.
PC development does not push the high end because developers are either a) working off a console base (7 year old hw, basically), or b) keeping a door open to console ports or c) working with limited budget and resources and concentrating on other things and a wide hardware base.
Budgets won't change a lot next gen, but the results achieved for the same cost will differ when the world's best developers turn their sights from 7 year old hw to roughly contemporary hw. The first slate of software will pick at relatively low hanging fruit, but within a couple of waves of software you'll see stuff a world apart from the top studios. Every gen we've had naysayers wrt tech advancement, every gen they've been proven wrong to one degree or another.
Rösti;44247316 said:To prevent the thread filling up too early with "My body is ready" and such, I'll wait just a bit more before posting it. But it's coming within a day or two.
A random question but right now you seem to be the only one capable of answering it.
You were one of the first ones to know (or at least announce) about the two gamepad support being a late in development addition for Wii U. Apparently, Nintendo is already working on titles that support this feature. What can you say about it? (if you know anything) and from your point of view, what would be the impact for the system to render a game with different views/perspectives etc thrice (gamepad+gamepad+TV)? It was already stated the games would run at 30fps with two gamepads working at the same time but is there any other compromise the system has to do in order to archive dual gamepad gameplay?
I thought it would be as easy as a normal multiplayer mode where the screen splits for each player but I guess streaming to the gamepad takes way more work than that