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...
(Note: THe first image is the PS3 version. Second is Xbox1...)
Scale makes a lot of difference...