WiiU "Latte" GPU Die Photo - GPU Feature Set And Power Analysis

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Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games. Its not 1 to 1 realistic looking, but that's a lot of effort for things that are so minor. His cap, his collar, his sleeves, his tunic tail. Maybe the GPGPU functions are being used for his clothing physics.

super-smash-bros-for-wii-u-Link.jpg


In fact, now that I think about it. No one ever takes the GPGPU capabilities into thought when talking about Latte just as they don't take high speed communications between Latte and Espresso into consideration when viewing performance(things that were nonexistent last gen).
 
Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games. Its not 1 to 1 realistic looking, but that's a lot of effort for things that are so minor. His cap, his collar, his sleeves, his tunic tail. Maybe the GPGPU functions are being used for his clothing physics.

In fact, now that I think about it. No one ever takes the GPGPU capabilities into thought when talking about Latte just as they don't take high speed communications between Latte and Espresso into consideration when viewing performance(things that were nonexistent last gen).
when its all set moves and animations, why wouldnt you pre-can it and save time/effort/resources? also the bottom of his tunic has 3 pretty straight lines. I dont know much about cloth physics/how to tell, just IMO, happy to be refuted.
 
when its all set moves and animations, why wouldnt you pre-can it and save time/effort/resources? also the bottom of his tunic has 3 pretty straight lines. I dont know much about cloth physics/how to tell, just IMO, happy to be refuted.

yeah, that looks pre-calculated. The game is designed to be played from a distance with the characters appearing fairly small anyway. It's not like Tekken Tag Tournament where the characters are ratehr large on-screen.
 
Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games.

What

I don't think you play many PC games if you haven't seen physics on clothing. It's even common on consoles (Eg Assassin's Creed)
 
What

I don't think you play many PC games if you haven't seen physics on clothing. It's even common on consoles (Eg Assassin's Creed)

As always, that is completely not what I was stating even in the slightest.

I suppose after all this time, I shouldn't be surprised at people distorting my points.
 
Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games. Its not 1 to 1 realistic looking, but that's a lot of effort for things that are so minor. His cap, his collar, his sleeves, his tunic tail. Maybe the GPGPU functions are being used for his clothing physics.

super-smash-bros-for-wii-u-Link.jpg


In fact, now that I think about it. No one ever takes the GPGPU capabilities into thought when talking about Latte just as they don't take high speed communications between Latte and Espresso into consideration when viewing performance(things that were nonexistent last gen).

Dude stop. I really like my Wii U but Smash is far from being a showcase. This honestly looks like upresed Wii game. GPGPU clothing physiscs while showing this shot .... lol. please stop.
 
As always, that is completely not what I was stating even in the slightest.

I suppose after all this time, I shouldn't be surprised at people distorting my points.
Don't take this as an attack, but you should consider the idea that perhaps you aren't communicating clearly.

I don't understand your DX11 post above. It's as if you're saying that the hardware supports DX11 whilst acknowledging that it doesn't support DX11. Then you say you'll trust the devs as they know what they're doing, just a post or two after accusing another dev of being a liar. You're scrabbling around like a cat in a bath.
 
As always, that is completely not what I was stating even in the slightest.

I suppose after all this time, I shouldn't be surprised at people distorting my points.
You posted a screenshot as if it was definitive evidence of real-time clothing physics. I'm not sure how you expect people to respond to such non-points.
 
So I'm supposed to disregard multiple changelogs over a 5 months period that repateadly state that the are using DX11 features specifically on Latte because in DX10 a somewhat, kind of similar feature may exist?

Some people really go out of their way to downplay gains on this hardware.

They say its the DX11 feature set and have listed it multiple times, so I will take the devs words.

The Wii U GPU isn't DX10. It uses GX2 which is a custom Nintendo API from all I can tell. That clearly holds DX11 equivalent features.

No, I am not downplaying anything, what I am saying is that there are hardly any features in DX11 that weren't already in DX10.1 and that SMS are working with a DX10.1 featureset for the DX11 version (means that you need at least a DX10.1 compatible card for the DX11 version)

Of course it isn't using DX on WiiU, and while I really don't know I guess GX2 is pretty close to DX10.1/DX11 in it's features.

There have been small confirmations and references of its DX11 capability since before launch. Its not full DX-anything, but It can produce the equivalent graphics, the same as Hollywood's TEV could produce all DX9 shading effects.

Okay, this is just wrong...
 
Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games. Its not 1 to 1 realistic looking, but that's a lot of effort for things that are so minor. His cap, his collar, his sleeves, his tunic tail. Maybe the GPGPU functions are being used for his clothing physics.

Again, I don't see how this is different from what you can see in PSASBR for example in Nariko's hair
http://www.youtube.com/watch?v=ilLHQSNA2bI
Dante'coat
http://www.youtube.com/watch?v=VInipGOi7YM
or Kat scarf and hair
http://www.youtube.com/watch?v=n36iS1O4Vdc
maybe someone can illuminate me?
 
Are there any new screenshots from the Wii U build? You don't have to post them but I wanted to know if there has been any substantial improvement from before.

Came across a shot of the game running on the Gamepad but I can't post it, sorry.

It's W.I.P anyways - doesn't make much sense to try analyze it at this -early- point I think.

Don't understand the "improvement from before" bit though. Did they release WiiU screens in the past?

May I remind you that the pCARS devs clearly said that we shouldn't post the WiiU changelogs outside the WMD board? I know a lot of people don't give a fuck and do this as well, but I don't want you to get banned because of this.

Yeah, I knew sooner or later this would come up. Thanks for the reminder.

I actually tried looking for an answer on WMD forums but I must be looking at all the wrong places.

There was a "clear" reminder that members are not allowed to post WiiU screens elsewhere but that's all I could find.

I guess I could ask over at WMD forums but I'm lazy + I took my chances to try and contribute in some way in here :P

Anyways, not posting any more from the changelog.
 
As always, that is completely not what I was stating even in the slightest.

I suppose after all this time, I shouldn't be surprised at people distorting my points.

You're passionate, but you really are detracting from the intent of this thread.

What you said:
Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games.

What he said:
I don't think you play many PC games if you haven't seen physics on clothing. It's even common on consoles (Eg Assassin's Creed)

He replied to that. Enough of this. Back to the discussion.
 
Again, I don't see how this is different from what you can see in PSASBR for example in Nariko's hair
http://www.youtube.com/watch?v=ilLHQSNA2bI
Dante'coat
http://www.youtube.com/watch?v=VInipGOi7YM
or Kat scarf and hair
http://www.youtube.com/watch?v=n36iS1O4Vdc
maybe someone can illuminate me?

Probably because you aren't reading what I wrote how I wrote.

Sorry if this comes across as condescending, but at this point there is no other way I can explain it. Everything else seems to not get accross.

You see, there are these things called "adjectives". They attest to "scale", "feasibility", "volume" and most importantly "specific detail".

What I pointed out were specific details of a certain volume. Cloaks have been flapping since the PSX/N64 era. Any logical analysis would have lead one to realize that wasn't what was pointing out. Nor was I saying that there was no cloths physics before or that Wii U was able to produce better cloth physics like the first guy was twisting my post to mean.

The thing I'm pointing at is that the model is showing minute details on a level/scale that is "not common." This is not simply a rustling shirt. These are multiple affixed pieces of clothing on only "1 character" rendered separately that I specifically named just to be sure you wouldn't miss what I was focusing on(to no avail).

I'm not talking about clothing physics broadly and generally accross the entire planet. I'm talking about specific instance of its use that I do not see often. Yes the games you list have some form of cloathing physics like "DANTES COAT, KAT'S SCAR" whatever other off comparison you can find, but those are just single large entities that generally get that type of work. Having the details on so many minute an unnoticeable things like his cap, his tunic kneck and shirt neck(which are rendered seperately, both of his shirt sleeves, the inner area of his boot, and his inner sleave, as well as his coatail.

Those are 10+ independent points that are moving around freely yet don't really stand out. Generally only large pieces of clothing receive cloth physics(such as what the guy who posted the photos demonstrated which backs my point) whether baked or otherwise. Details on that scale are rarely implemented and not a single shot that has posted of supposedly "similar" things was even remotely similar. They were mostly just 1 or 2 gigantic pieces of cloth. 2 areas and 10 are a big difference in focus. On top of that, in a battle those things would not stand out. It would be a waste of effort in resources unless your hardware has the "resources to spare" This was my main point.

I'm not even getting into things like texture quality, pronounced objects on the body like the belt and detail. All of these things as a whole being rendered at once is the major thing. You know, you can have high res textures but then what about polygon count? What about frame rate? Scale has been on of the biggest apparent difference I've seen between the Wii U and the last gen consoles, followed by texture resolution and polygon throuput.

These are the same two games only one is from the Xbox1 and one is from the 360. They are the same game all around but the scale in the 360 version is noticebly better than what is possible on the Xbox1.

When I see people comparing 360/PS3 game to the Wii U I always think of these two games and the Godfather's since the scale of difference is about the same. Because we all know that a console will never do better than its launch ports...
937717_20070320_screen029.jpg
920131_20060201_screen010.jpg

(Note: THe first image is the PS3 version. Second is Xbox1...)

Scale makes a lot of difference...
 
Again, I don't see how this is different from what you can see in PSASBR for example in Nariko's hair
http://www.youtube.com/watch?v=ilLHQSNA2bI
Dante'coat
http://www.youtube.com/watch?v=VInipGOi7YM
or Kat scarf and hair
http://www.youtube.com/watch?v=n36iS1O4Vdc
maybe someone can illuminate me?

Damn, I really never payed attention to this games, but it really show the differences at least between developers. After watching some videos, PSAS looks bland and washed out, even when compared to Brawl. SSMB for WiiU looks a "full generation" ahead, to say the least.
 
I'm not talking about clothing physics broadly and generally accross the entire planet. I'm talking about specific instance of its use that I do not see often. Yes the games you list have some form of cloathing physics like "DANTES COAT, KAT'S SCAR" whatever other off comparison you can find, but those are just single large entities that generally get that type of work. Having the details on so many minute an unnoticeable things like his cap, his tunic kneck and shirt neck(which are rendered seperately, both of his shirt sleeves, the inner area of his boot, and his inner sleave, as well as his coatail.

Those are 10+ independent points that are moving around freely yet don't really stand out. Generally only large pieces of clothing receive cloth physics(such as what the guy who posted the photos demonstrated which backs my point) whether baked or otherwise. Details on that scale are rarely implemented and not a single shot that has posted of supposedly "similar" things was even remotely similar. They were mostly just 1 or 2 gigantic pieces of cloth. 2 areas and 10 are a big difference in focus. On top of that, in a battle those things would not stand out. It would be a waste of effort in resources unless your hardware has the "resources to spare" This was my main point.


That's not impressive either, especially with how rigid his clothes appear in that shot. In Assassin's Creed for example every loose bit of clothing reacts to movement, wind, objects etc.

http://www.abload.de/img/ac33kjauz.png

His cloak (both layers at the bottom and the whole thing), the hood, the red fabric from the belt, even the little tassels on the shoes. And elements on the back that aren't visible.

All with a vastly more detailed model too. It also applies with NPC clothing.
 
I have a theory to post: what if it's 16 ALUs per block?
That would require a VLIW4 design. Generally, and as already mentioned multiple times in this thread by Fourth Storm et al, viable options for a VLIW5 design are either 20 or 40-ALU blocks, simply because the majority of VLIW5 AMD designs are done that way. From there on, hypothetical options encompass all those numbers which are multiples of 5.
 
That's not impressive either, especially with how rigid his clothes appear in that shot. In Assassin's Creed for example every loose bit of clothing reacts to movement, wind, objects etc.

http://www.abload.de/img/ac33kjauz.png

His cloak (both layers at the bottom and the whole thing), the hood, the red fabric from the belt, even the little tassels on the shoes. And elements on the back that aren't visible.

All with a vastly more detailed model too. It also applies with NPC clothing.

That is no closer than any other screenshot you have pulled out in overall fidelity, though its clear that this argument is going to go nowhere, I explained it as clearly as I could and you still selectively quote it while missing the purpose entirely. There is nothing more I can say.
 
A quick questions about the Gamepad's impact on Latte. It was discussed, before but I'm not 100% on a few things.

I'm aware that duplicating the image on the Gamepad takes only a l little eDRAM. How many resources does it consume to show different positions in an environment when they do things like haveother areas viewable on the main screen than on the Gamepad, or have you looking through a sniper scope and looking at things from another perspective?

Since both the T.V. and screen output at 30 FPS, does that mean that it is using twice the number of resources?
 
Just wnated to thorw up this new screenshot. Just look at the physics on the clothing. Every time links moves, so do all of the loose parts of his clothing. This is not something I'm used to seeing even in PC games. Its not 1 to 1 realistic looking, but that's a lot of effort for things that are so minor. His cap, his collar, his sleeves, his tunic tail. Maybe the GPGPU functions are being used for his clothing physics.

super-smash-bros-for-wii-u-Link.jpg


In fact, now that I think about it. No one ever takes the GPGPU capabilities into thought when talking about Latte just as they don't take high speed communications between Latte and Espresso into consideration when viewing performance(things that were nonexistent last gen).

All of that stuff can be tied to animations without actually rendering it we'de have to see something like the clothes and hair blowing in the wind or doing something besides shifting with prescripted animations in order to decide whether they are actually using cloth physics for this or not.
 
A quick questions about the Gamepad's impact on Latte. It was discussed, before but I'm not 100% on a few things.

I'm aware that duplicating the image on the Gamepad takes only a l little eDRAM. How many resources does it consume to show different positions in an environment when they do things like haveother areas viewable on the main screen than on the Gamepad, or have you looking through a sniper scope and looking at things from another perspective?

Since both the T.V. and screen output at 30 FPS, does that mean that it is using twice the number of resources?

I would assume it would be slightly less taxing than creating a 3d image (since the gamepad is only 480p it's creating 1 480 image and 1 720p+ image and it's essentially the same because your just putting two cameras in the environment).

or about the same impact as a normal splitscreen two player game creates.than that.

Since Nintendo has dedicated hardware for gamepad streaming though it might be even less than this. Do we know whether or not the framebuffer on it is free? If so it would be even less
 
I suppose they're not clothing, but there's no physics on the pouch+sheath. Sheath seems to be going right through the pouch on his back, no collision detection there.
 
All of that stuff can be tied to animations without actually rendering it we'de have to see something like the clothes and hair blowing in the wind or doing something besides shifting with prescripted animations in order to decide whether they are actually using cloth physics for this or not.

The best test would be during impacts, if Link is hit by someone or something, and his general momentum goes through rapid acceleration/deceleration, does his tunic/clothes show realistic movement. I'm still doubtful.

I suppose they're not clothing, but there's no physics on the pouch+sheath. Sheath seems to be going right through the pouch on his back, no collision detection there.
Well to be fair, there are different properties of physics that can be enabled, collision is a separate thing, and one that is even more taxing.
 
I'm aware that duplicating the image on the Gamepad takes only a l little eDRAM. How many resources does it consume to show different positions in an environment when they do things like haveother areas viewable on the main screen than on the Gamepad, or have you looking through a sniper scope and looking at things from another perspective?

Since both the T.V. and screen output at 30 FPS, does that mean that it is using twice the number of resources?
No it wouldn't be twice the resource, as was mentioned, the resolution is much lower for the gamepad screen, so space in ram (doesn't have to be eDRAM necessarily, depends on how the renderer is setup). Besides resolution, the performance hit would be dependent on a lot of things, for example, if the game engine does a lot of culling, or other optimizations based on camera FOV, these would have a performance impact if the gamepad is showing a different FOV. This would obviously take up more RAM and processing for things like texture, vertex, etc.. I think the hit would be really dependent on the engine/game/situation really...

It is also possible that there could be a cpu hit when running a descrite camera from the gamepad, some engine code/scripting could need to be reprocessed for the second view (or just simulations that are suspended when not in view).

In the end, it's impossible to really know, it could be from next to nothing, to quite drastic, and it'd change from game to game...
 
I was mostly interested in the frame impact.

For example, how much a contrast does it make to output at 60 FPS and to outputting at 30 FPS to the T.V. and the gamepad individually in a more realistic sense.

Though now that you mention it, exactly how many resources are dedicating to running a game split screen usually?
 
All of that stuff can be tied to animations without actually rendering it we'de have to see something like the clothes and hair blowing in the wind or doing something besides shifting with prescripted animations in order to decide whether they are actually using cloth physics for this or not.

So this may be cloth animation and not actually based on any physics?
 
Fuck me ragged with a wire brush :Oo

I've been playing The Wonderful 101 and it's pushing a ridiculous amount of polygons locked at 60fps and v-synch enabled in 720p native. And this is still a first generation title too.

Anyone with any doubts about the grunt behind the GPU needs to check this game out and relax lol.

Have just finished Operation 002 and these boss fights are insane!!!
 
Fuck me ragged with a wire brush :Oo

I've been playing The Wonderful 101 and it's pushing a ridiculous amount of polygons locked at 60fps and v-synch enabled in 720p native. And this is still a first generation title too.

Anyone with any doubts about the grunt behind the GPU needs to check this game out and relax lol.

Have just finished Operation 002 and these boss fights are insane!!!

720p? Btw is most of the game isometric/top down?
 
surely you realise how you cant put a number on that right? but you know screen res of the pad, so compare loosely to outputted res, think about framerates etc.

but its soooooooo case by case.
 
Fuck me ragged with a wire brush :Oo

I've been playing The Wonderful 101 and it's pushing a ridiculous amount of polygons locked at 60fps and v-synch enabled in 720p native. And this is still a first generation title too.

Anyone with any doubts about the grunt behind the GPU needs to check this game out and relax lol.

Have just finished Operation 002 and these boss fights are insane!!!

I'd love to see a DF on that game, because I really think it's making very good use of the Wii U hardware (Platinum usually starts their projects on a pc). Super crisp and clean textures/look, nice DoF, very short loading times (the amount of stuff and cutscenes without a loadscreen is amazing imo) and a very smooth framerate.

It's hard to say for me if it's possible on the current gen or not, because I actually can't compare it with anything we've seen before. And tbh, that's a good thing. It's really something you haven't seen or experienced before :)

720p? Btw is most of the game isometric/top down?

Yes, you can zoom in like in Pikmin. It's not that very practical however.
 
So this may be cloth animation and not actually based on any physics?
Well it is easy enough to prebake your cloth simulations. But there'd be a calculated fluidity to it. I don't think Smash U is even doing that. Most of that looks like hand animated cloth simulation. It might be a prebaked simulation, but it would be pointless for it to be realtime. This is a 2D plane fighter.
 
Fuck me ragged with a wire brush :Oo

I've been playing The Wonderful 101 and it's pushing a ridiculous amount of polygons locked at 60fps and v-synch enabled in 720p native. And this is still a first generation title too.

Anyone with any doubts about the grunt behind the GPU needs to check this game out and relax lol.

Have just finished Operation 002 and these boss fights are insane!!!

It's locked at 60fps? How do you know?
 
720p? Btw is most of the game isometric/top down?

Well, the demo seems to be running at 720p. Let me double-check.
EDIT: Eeyup. Those are 720p jaggies if I ever saw them.
EDIT II: I'm noticing some mild framerate dips when there are 100 recruits on screen (it drops to *maybe* around 50-ish).
 
The tv + gamepad conversation brought to me a very crazy idea.

I wonder if someone would make a game just for the Gamepad and increase the effects, could it match the PS4/XB1 launch titles?

The resolution is much lower thus allowing for insane effects. It would be interesting also to run comparisons on performance in games running off tv vs tv.

Sorry for the crazy idea, it seems interesting the possibilities although I doubt there would exist one game just for the gamepad.

It would be so much trouble for devs having 2 versions of the game, but it would also be great to have the option for TV and Off TV, with the Off TV version running more effects. One can only Dream!!
 
It's locked at 60fps? How do you know?

Well I haven't noticed any framerate drops at all so far, and haven't seen anyone else complaining about it. You can clearly see that it's 60fps.

Here's a link to the first boss fight (SPOILERS!!!). The fight starts at 5:20.

It's pushing a ridiculous amount of polys there at 60fps with no screen tearing so I'm assuming v-synch is enabled.

I can't see Xenon or RSX doing this at sub-HD at 60fps without v-synch let alone 720p native with v-synch enabled. There are just too many polys to make it viable on last gen hardware.

Both The Wonderful 101 and Bayonetta 2 are technically very impressive, particularly the latter as that's believed to be 720p native, 60fps with v-synch and is also displaying the same images in 480p at 60fps on the GamePad.
 
IMO, all this talk of Wii U's "secret" poly power looks silly after looking at high end PC games that blow it away.

I also don't see anything remarkably special about "60fps" when the Wii also had "60fps" games but the console was still closer to Gamecube than PS3/360.

Wonderful 101 has some nice set pieces but I'm not sure why the PS3/360 wouldn't handle it when it has games like this:
http://www.youtube.com/watch?feature=player_detailpage&v=6sS6U7pTrvs#t=254
 
IMO, all this talk of Wii U's "secret" poly power looks silly after looking at high end PC games that blow it away.

I also don't see anything remarkably special about "60fps" when the Wii also had "60fps" games but the console was still closer to Gamecube than PS3/360.

Wonderful 101 has some nice set pieces but I'm not sure why the PS3/360 wouldn't handle it when it has games like this:
http://www.youtube.com/watch?feature=player_detailpage&v=6sS6U7pTrvs#t=254

IMO, all including upcoming consoles look silly after looking at high end pc games that blow it away.

The amount of characters and things going on at 720p no dynamic resolution and maintaining 60fps for the most part is impressive especially for what the hardware is.

Showing a GOW clip of a giant boss battle is nice but looking at bayonetta would be a better comparison of 1 character vs giant boss with a non cartoonish style.

But yeah, this just is IMO.
 
IMO, all this talk of Wii U's "secret" poly power looks silly after looking at high end PC games that blow it away.

I also don't see anything remarkably special about "60fps" when the Wii also had "60fps" games but the console was still closer to Gamecube than PS3/360.

Wonderful 101 has some nice set pieces but I'm not sure why the PS3/360 wouldn't handle it when it has games like this:
http://www.youtube.com/watch?feature=player_detailpage&v=6sS6U7pTrvs#t=254


F-Zero GX on GC was 60fps too.
 
IMO, all this talk of Wii U's "secret" poly power looks silly after looking at high end PC games that blow it away.

I also don't see anything remarkably special about "60fps" when the Wii also had "60fps" games but the console was still closer to Gamecube than PS3/360.

Wonderful 101 has some nice set pieces but I'm not sure why the PS3/360 wouldn't handle it when it has games like this:
http://www.youtube.com/watch?feature=player_detailpage&v=6sS6U7pTrvs#t=254

It depends on how you're arguing it.

There's no question that the higher the framerate the fewer the polygons per frame you have access to. When taken in proper context a higher framerate does mean more polygons being pushed at any given time. If you are talking about the same games in every other respect. From individual model complexity to environmental.

With something like W101 it's impossible to say if the title is pushing more polygons on average than a PS3/360 until the modelers themselves give the info. As it is the game is very pretty but I can't say either way. There are definitely parts that make you go "Rough poly edge indicating low poly count here."
 
The character models are very simple and the camera is far back. At that level of detail I doubt you'd need many polygons to render them.

There's just too much wild speculation about how Wii U games stack up against PS360 in this thread.
 
The character models are very simple and the camera is far back. At that level of detail I doubt you'd need many polygons to render them.

There's just too much wild speculation about how Wii U games stack up against PS360 in this thread.

When the honest conversation is "Are they pretty?" "Yes!" "Cool."

I can understand wanting to have a grasp of the tech inside. What quirks can be exploited to great effect. But I think it's safe to say the console is marginally more powerful at best. With its own quirks that will take years to leverage to an actual advantage.

It's more than powerful enough to run Pikmin 3. At times one of the best looking games I've ever seen.

So take heart brothers and sisters! Not all hope of being wowed by WiiU software is lost. But don't go expecting miracles.
 
When the honest conversation is "Are they pretty?" "Yes!" "Cool."

I can understand wanting to have a grasp of the tech inside. What quirks can be exploited to great effect. But I think it's safe to say the console is marginally more powerful at best. With its own quirks that will take years to leverage to an actual advantage.

It's more than powerful enough to run Pikmin 3. At times one of the best looking games I've ever seen.

So take heart brothers and sisters! Not all hope of being wowed by WiiU software is lost. But don't go expecting miracles.

I think that has more to do with art direction than technical beefy-ness.
 
I think that has more to do with art direction than technical beefy-ness.
Definitely.

It shows why the argument about where it stands with the PS3/360/One/PS4 has always been moot to me. It has the capability to make truly beautiful works of design and art. That should matter more than a superfluous pissing match. Or arguments about ALU counts, the efficiency of them versus hardware already on the market.

Knowing these things is one thing, Using them to create dividing disagreements for the sole purpose of separating or inciting anger is another. I mean if Latte is a 160 ALU part that in itself shows that there has to be efficiency gains at play. If only for being based on a newer shader model part.

The quest for the info is admirable. It's usage in such banal ways is not.
 
The quest for the info is admirable. It's usage in such banal ways is not.
Well, this is not a private discussion - it's all public and we can't stop the side effects of discovery. It's never been possible. Even if half of the posts in threads like this were lowbrow drive-bys, and a good deal of the remaining posts were made with apparent agendas, the little remaining of the discussion would still justify the thread's existence.
 
Well, this is not a private discussion - it's all public and we can't stop the side effects of discovery. It's never been possible. Even if half of the posts in threads like this were lowbrow drive-bys, and a good deal of the remaining posts were made with apparent agendas, the little remaining of the discussion would still justify the thread's existence.
Yes it just gets irritating is all.

My own mini meltdown.
 
Don't take this as an attack, but you should consider the idea that perhaps you aren't communicating clearly.

I don't understand your DX11 post above. It's as if you're saying that the hardware supports DX11 whilst acknowledging that it doesn't support DX11.

Its pretty clear that he is saying the WiiU's GX2 is compatible with DX11.
 
Its pretty clear that he is saying the WiiU's GX2 is compatible with DX11.

No, he's saying that GX2 has a DX11 equivalent feature set. And going by comments from various developers, changelogs and statements from the likes of Unity, I'd agree with that. Unity in particular flat out stated that Latte was capable of DX11 features.
 
No, he's saying that GX2 has a DX11 equivalent feature set. And going by comments from various developers, changelogs and statements from the likes of Unity, I'd agree with that. Unity in particular flat out stated that Latte was capable of DX11 features.

This is correct.
 
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