Face-Off: Need for Speed: Most Wanted on Wii U

Krakatoa

Member
http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-face-off

Face off summary

By no means a straight port, the boat is being pushed out much further this time with its suite of unique GamePad features, improved PC-grade textures courtesy of the console's 1GB of RAM, and a greatly revamped approach to its night-time lighting.

Looking to the promised texture bump, a clear upgrade is in effect which gives us crisper-looking concrete roads, tyre patterns, hubcap designs and building fronts. These end up matching the sharpness of the PC version's higher settings, leaving the PS3 and 360 looking a tad smudged by comparison - especially during the cinematic sequences that roll before each race. However, the bump is only made to specific areas.

Reflection-mapping also benefits from an upgrade to a similar midway degree on Wii U, particularly where puddles are strewn across busy urban streets. Once again, only certain buildings are reflected on 360 and PS3 - the side effect being that floors appear brighter as a result of a more of the sky being revealed. On the other hand, the Wii U has more in common with PC by mirroring most geometry at a distance, which creates a darker and more natural look to glistening road surfaces. Again, the draw distance on these reflections doesn't quite extend as far as a high-end PC can, but it's an improvement over the other home consoles nevertheless.

Criterion Games makes a big point of showing off its revamped night-time lighting - once dusk hits it's clear the world is engulfed in a more intense pitch of black - a move that accentuates the glow from particle lighting, coloured sign-posts and street-lamps. The contrasts are more stark now, but the lighting ultimately sits better with the environment. However, the upshot is that streets now appear less saturated in colour, which puts an emphasis on using a car's headlights to navigate poorly-lit roads.

Elsewhere, the tweaks are either less obvious or non-existent. The Wii U puts out an equivalent quality of motion blur, particle effects and alpha to the PS3 and 360 versions. Car shadows still look blocky from afar, and smoke from screeching tyres continues to bring out a heavy sawtooth effect across surrounding geometry.

It's clear the Wii U version makes good on that promised 30FPS. Very good, in fact - rather than being bogged down by the extras, we're instead seeing a frame-rate that sticks to its target more diligently than either the PS3 or 360 versions.

Touching on loading times, the Wii U delivers a solid turnaround which holds up to the 360 version when installed to HDD
 
http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-face-off
From the off, it's a strong start for the Wii U, boasting the very same resolution as its console counterparts. There's a slim, 8-pixel high border to both the top and bottom of the output, which reduces the effective resolution to the familiar 1280x704 value spotted in our last analysis.
Looking to the promised texture bump, a clear upgrade is in effect which gives us crisper-looking concrete roads, tyre patterns, hubcap designs and building fronts. These end up matching the sharpness of the PC version's higher settings, leaving the PS3 and 360 looking a tad smudged by comparison - especially during the cinematic sequences that roll before each race. However, the bump is only made to specific areas, with lower-priority surfaces like the roads' painted white lining still relying on console-grade textures. In this sense, the Wii U offers something of a middle ground between the PC version at maximum texture quality and that which we've already seen on consoles.
Reflection-mapping also benefits from an upgrade to a similar midway degree on Wii U, particularly where puddles are strewn across busy urban streets. Once again, only certain buildings are reflected on 360 and PS3 - the side effect being that floors appear brighter as a result of a more of the sky being revealed. On the other hand, the Wii U has more in common with PC by mirroring most geometry at a distance, which creates a darker and more natural look to glistening road surfaces. Again, the draw distance on these reflections doesn't quite extend as far as a high-end PC can, but it's an improvement over the other home consoles nevertheless.
Criterion Games makes a big point of showing off its revamped night-time lighting by having Most Wanted start off at midnight on Wii U. During the day, little has perceptibly changed, but once dusk hits it's clear the world is engulfed in a more intense pitch of black - a move that accentuates the glow from particle lighting, coloured sign-posts and street-lamps. The contrasts are more stark now, but the lighting ultimately sits better with the environment. However, the upshot is that streets now appear less saturated in colour, which puts an emphasis on using a car's headlights to navigate poorly-lit roads.
Elsewhere, the tweaks are either less obvious or non-existent. The Wii U puts out an equivalent quality of motion blur, particle effects and alpha to the PS3 and 360 versions. Car shadows still look blocky from afar, and smoke from screeching tyres continues to bring out a heavy sawtooth effect across surrounding geometry. This indicates a low-resolution alpha is at play, which has the Wii U falling in line with the PC's lowest visual effects setting. The geometry seen on buildings is identical to the other console versions too, as is the draw distance on cars, bollards and traffic lights, with pop-in only being faintly detectable when careening across busy cityscapes.
Undoubtedly the biggest disappointment with the Wii U release is the cut-down player count in online multiplayer, offering a maximum of six racers rather than the eight possible on other consoles. Seeing as the competitive element counts as the most compelling part of the package, such a compromise can't have been made lightly, and we do wonder what technical explanation there is be for this limitation.
A concern is rightly raised that the low 1.24GHz core clocks of the Wii U's CPU may be a limiting factor for performance - an issue that came to a head with the choppier frame-rate of the Black Ops 2 port. From the onset, the setup for Most Wanted remains the same as on Sony and Microsoft hardware: it's a 30FPS target with permanently engaged v-sync to cut out all tearing.
Looking at a mixture of pre-race cinematics and intense city races, it's clear the Wii U version makes good on that promised 30FPS. Very good, in fact - rather than being bogged down by the extras, we're instead seeing a frame-rate that sticks to its target more diligently than either the PS3 or 360 versions.
 
Sounds good. I haven't picked up this game yet, largely due to not being sure if I want to get it for PS3 or Vita, or just wait until I buy a WiiU.
 
I love those pixel-counters at Digital Foundry. Yeah yeah PC Overlords we know, but the guys at DF are still willing to count your BF3 PS3 pixels and tell you you're getting 708p at 29.6fps.

At the same time they then have the expertise, not to mention hardware, to conjure up tests that make the Titan sweat as well. Aside from Lens of Truth, there's no one else out there who does what they do, AFAIK.
 
Looks great. Now I just need to find it at a decent price in the UK. The upgrade in textures sounds great as well as improved nighttime. The game gets a bit choppy on my laptop so having a faithful 30fps version on the Wii U sounds good.
 
Criterion Games has used the Wii U to conjure up the definitive console version of Need for Speed: Most Wanted.

nice, hopefully as developers become more and more accustom to the hardware we'll see more advances in performance.
 
Hmmm they mention load times but not if it was off a disc or hard drive etc, I'm taking it as a game disc though. Guess I'll get back into the game later, Monster Hunter is constantly being played on my Wii U now.

And yes to reiterate it is indeed a gorgeous game and shows what 3rd party game should really be on Wii U if they took effort but....with how they are supporting the console =S
 
It's great that the Wii U finally has a multiplatform game that is basically the clear cut winner (the MP thing is odd, but I imagine low priority for most players).

I do think it's too little, too late, but we'll see, cool news anyway.
 
I love those pixel-counters at Digital Foundry. Yeah yeah PC Overlords we know, but the guys at DF are still willing to count your BF3 PS3 pixels and tell you you're getting 708p at 29.6fps.

At the same time they then have the expertise, not to mention hardware, to conjure up tests that make the Titan sweat as well. Aside from Lens of Truth, there's no one else out there who does what they do, AFAIK.
I don't think their findings should be taken so seriously as to affect the fun of a game, but purely from a techical standpoint I find their graphic analyses very interesting. But of course PC always wins.
 
Too bad the ports in the Wii U's launch lineup weren't more like this... I mean, not everyone would be singing a different tune, but it would certainly have left a better impression.
 
So a great and late port who nobody will buy because the game is like 20-30$ on other consoles and everyone already has it. A shame :(
 
It's great that the Wii U finally has a multiplatform game that is basically the clear cut winner (the MP thing is odd, but I imagine low priority for most players).

I do think it's too little, too late, but we'll see, cool news anyway.

Eh, I'd probably take the increased player count in a game like this since the visual improvements are fairly negligible.

Or just get the PC version
 
They don't explain why that is tho. Is it the wiiU hardware? is it EA limiting server resources? WHO DO WE BLAME!?!?
We don't know. My uneducated guess is they were worried so few people had Wii Us that it would make match making difficult. I still find six people fun, so I don't mind. If I'm right and it's not a technical limitation (which it shouldn't be) then they could always update it later.
 
I don't think their findings should be taken so seriously as to affect the fun of a game, but purely from a techical standpoint I find their graphic analyses very interesting. But of course PC always wins.

Mate, I'm currently 10h into Prof. Layton 1. You don't need to tell me about the difference between graphical performance and fun. :)
 
For all the EA hate, the best looking game for Wii U is released by EA. They have also released more games than Nintendo for this console.
 
Mate, I'm currently 10h into Prof. Layton 1. You don't need to tell me about the difference between graphical performance and fun. :)
Haha, sorry, I wasn't directing that at you :). I just meant that these DF articles should just be for curiosity, not used as console war ammo.
 
I love those pixel-counters at Digital Foundry. Yeah yeah PC Overlords we know, but the guys at DF are still willing to count your BF3 PS3 pixels and tell you you're getting 708p at 29.6fps.

At the same time they then have the expertise, not to mention hardware, to conjure up tests that make the Titan sweat as well. Aside from Lens of Truth, there's no one else out there who does what they do, AFAIK.

Their big-time gaming rig consists of an i5 2500k and a GTX 670.
 
I'm really amazed on how good this game looks every time I play it.
I could watch the cracked concrete fly by and the sunset reflecting off puddles for hours. Criterion can make some pretty games.

Edit:

Looks great although the Wii U version looks very dark in some places compared to the others versions.
They mention that in the article. The puddles in the Wii U version reflect more of the environment and less of the sky, which makes it darker.
 
Much respect to Criterion Games for going the extra mile with this port.

They don't explain why that is tho. Is it the wiiU hardware? is it EA limiting server resources? WHO DO WE BLAME!?!?

It's not EA's servers or that would effect every version. It's a technical reason on the system itself, maybe due to the additional strain on the CPU for the host of these games?
 
Much respect to Criterion Games for going the extra mile with this port.



It's not EA's servers or that would effect every version. It's a technical reason on the system itself, maybe due to the additional strain on the CPU for the host of these games?

Or that it's due to Wii U's limited userbase, which makes more sense given that it outperforms the other console versions in every other relevant way. More full games, fewer half-empty (in theory, anyway - I'm not encountering five other players each time, that's for sure).
 
It's not EA's servers or that would effect every version. It's a technical reason on the system itself, maybe due to the additional strain on the CPU for the host of these games?

So EA can't restrict server resources from one console? Of course they can.
 
A couple of things I noticed, it looks miles better depending on what TV you use.

For instance it looks so much better on the 22 inch 720p TV compared to the 50 inch 720p tv I have. And on the 1080p 42" tv you lose the sharpness and increase the jaggies.

Also because of all the motion blur you notice the graphical detail more when just cruising about at a slower speed.
 
It's good to see Criterion deliver on their claims that the hardware is not overall weaker than PS360 and merely needs to be understood.

The multiplayer count is puzzling, and maybe it's still a hardware issue. On the other hand Nintendo is still catching up on development tools for everything online related for the system, so maybe there was a problem there.
 
Much respect to Criterion Games for going the extra mile with this port.



It's not EA's servers or that would effect every version. It's a technical reason on the system itself, maybe due to the additional strain on the CPU for the host of these games?

I don't believe this. There shouldn't be any reason why this game can't handle 8 players in a car race from a technical standpoint unless the game can only handle 6 cars in single player. Racing games aren't fighting games or shooters; they can implement Mario Kart Wii's online code which is a pseudo-predictive netcode that requires little bandwidth and little extra horsepower.
 
Not to get too silly but PS3 and 360 still win because they have Burnout Paradise. I only just started playing Most Wanted over the last couple of weeks and man, I'm so disappointed. They should've ported Paradise over to the Wii U instead.
 
I'm so glad I picked this game up for $30. If all late ports had the same price and care put into them, I really wouldn't mind for the delay.

First Criterion game I play since Burnout 3, and I'm having a blast.
 
Is there a Wii U related thread you won't troll? Price has nothing to do with their technical analysis.

Some people will always try to piss on other people's parades. It's the "I don't like it, so it sucks" syndrome that plagues communities like GAF.

So EA can't restrict server resources from one console? Of course they can.

Ok, now take off your tinfoil hat and answer why would EA do this?

Edit:

I don't believe this. There shouldn't be any reason why this game can't handle 8 players in a car race from a technical standpoint unless the game can only handle 6 cars in single player. Racing games aren't fighting games or shooters; they can implement Mario Kart Wii's online code which is a pseudo-predictive netcode that requires little bandwidth and little extra horsepower.

You can believe or not believe what you want. What one game does is not always relevant to what another games does or can do.

If the game has 8 during the single player but 6 during online play, there is some technical strain limiting the amount of players online. I merely gave an example of what it could be.
 
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