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

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Ok then challenge accepted. I will provide videos in dew time when I will have specific equipment but I want you as well to provide content to see which has the consoles and spend time watching the differences or read and parroting only what DF provides to shit on Wii U threads.
I don't take everything DF says for fact, but you can fucking count the pixels yourself. I'll be waiting until the day I die to see those images from you.

Funny you calling me out about the specular maps and ray tracing but again you said it was SSR(you were wrong as well),
Bull fucking shit I said that.
THIS IS what I said.
Real time ray tracing isn't plausible.

At most, it's a screen space reflection.

Here is a video of the real time ray tracing capabilities of a Kepler GPU...
https://www.youtube.com/watch?v=h5mRRElXy-w

Care to make up more bullshit?

at least I had the dignity to accept that I was wrong you continue to say stuff that are not relevant as claiming about the 160 ALUs in the Wii U GPU which are not in anyway proof and you keeps parroting it as the ultimate truth-fact whenever you post.
What? I was using numbers given by Fourth Storm. Apparently those were wrong, and I admit it.


Which you do not even know how that works.

Anyway right now I do not have the means to post real time feedback for the game little patience until tomorrow to reach a friend you have this kind of equipment to video capture HD high end pc gaming and benchmarks and I will post for all us to enjoy.
The fuck? I linked to an SSR example. Because you claimed this:

Screen space reflection is for objects not light sources. Here is a perfect example that I did not know for Pikmin 3 uses ray tracing.

zlCfzRDV-5UNFquzpa


See how the sunset light hits the water and ray tracing the source on the Onion.

Let's see how you can make that with screen space reflection.

I used that example from CryEngine 3 to prove you wrong. Showing that you don't need ray tracing (as you WRONGLY claimed) to have those reflections.

Multiple times I've smacked your shit down and instead you're making up blatant lies about what I said.
 
Apart from resolutions, anyone knows why the plants are different in PC/360 versions (although there are not exactly the same they are more similar between them) over WII U?

I speak about the plant under the cage. Maybe different moments?
I noticed that too. I was thinking it could be an artistic choice since the plants look completely redone (maybe as a result of the Wii U version being finished first?)
 
Apart from resolutions, anyone knows why the plants are different in PC/360 versions (although there are not exactly the same they are more similar between them) over WII U?

I speak about the plant under the cage. Maybe different moments?

Wii U has a different vegetation system, confirmed! ;D
Also the dragon's beard is slightly different.
 
I don't take everything DF says for fact, but you can fucking count the pixels yourself. I'll be waiting until the day I die to see those images from you.


Bull fucking shit I said that.
THIS IS what I said.


Care to make up more bullshit?

What? I was using numbers given by Fourth Storm. Apparently those were wrong, and I admit it.



The fuck? I linked to an SSR example. Because you claimed this:



I used that example from CryEngine 3 to prove you wrong. Showing that you don't need ray tracing (as you WRONGLY claimed) to have those reflections.

Multiple times I've smacked your shit down and instead you're making up blatant lies about what I said.

Now you reaching man relax.

The quality looks too high for SSR. SSR would have more artefacts around the screen edges and where objects get out of view. It's probably just dynamic cubemaps.

That's just standard specular lighting, not raytracing. Example in CryEngine 3:
specular.jpg


It's been used for a while but used extensively only recently, thanks to the introduction of deferred shading/lighting.

See this Gafers already answered correctly before you change your opinion about SSR.
Do yourself a favour and stop posting if you have nothing relevant to say rather than pointing I was wrong about ray tracing(I already admitted), as of the pictures I already said that I will provide when I will have the ability to do so. If am wrong you are open to provide evidence your self to claim what you like.

Now on topic if you like to say anything more pm me.
 
Friendly reminder to Phosphor.

You might want to edit that part before a mod sees it. Some arguments are not worth losing an account over IMO (no matter how frustrating the opposite person is).
 
I don't take kindly to people calling me liars. This guy, several times, has put words in my god damn mouth. I come in trying to talk facts, and all he does is argue otherwise claiming HE in fact is using all facts.

My vision has literally gone blurry.
 
Yes, the ray tracing discussion got out of hand. He already accepted he was wrong.

I am no mod or ultra tech guru, but I suggest to posters, that if you don't really have the knowledge or background, please stay away from giving opinions as facts.

Questions or comments that contribute to the thread or to increase some knowledge IMO can be respected. Those are my 2 cents.
 
Yes, the ray tracing discussion got out of hand. He already accepted he was wrong.

I am no mod or ultra tech guru, but I suggest to posters, that if you don't really have the knowledge or background, please stay away from giving opinions as facts.

Questions or comments that contribute to the thread or to increase some knowledge IMO can be respected. Those are my 2 cents.
Agreed, and in turn, I'll forever shut up about the possible ALU count because that is out of my league.
 
I actually do have a question. It might be a stupid one, but it's something I've been wondering since I've played W101 and Pikmin.

It's clear that these games like to use a lot of DoF (Depth of Field). Now, my question is if anyone has a nice explanation for that effect (already saw the general wiki etc., but I'm referring to the gaming usage of DoF) and its usage on the hardware. Is it very heavy or does it not require a lot of power?

The reason I'm asking this is because I haven't seen DoF like these two games in a lot of other games. (if someone can point me out some other games with that effect, that would be awesome too)
 
You have nothing to apologize for phosphor. Just try to control your temper my friend.

Jack has even been testing my patience and for the most part I'm the least likely person on this forum to lose their cool. Even when my cool is lost I try to make my posts as cordial as possible. I even tend to thank those that irritate me with ignorance or blindness for even reading my post. Again just try not to lose your cool. You've got a relative grasp of tech, no better or worse than mine.

But this is your final warning. I can't be held accountable for the actions taken after.

And if you think that's a joke just remember. I'm within nut punching distance.
 
I actually do have a question. It might be a stupid one, but it's something I've been wondering since I've played W101 and Pikmin.

It's clear that these games like to use a lot of DoF (Depth of Field). Now, my question is if anyone has a nice explanation for that effect (already saw the general wiki etc., but I'm referring to the gaming usage of DoF) and its usage on the hardware. Is it very heavy or does it not require a lot of power?

The reason I'm asking this is because I haven't seen DoF like these two games in a lot of other games. (if someone can point me out some other games with that effect, that would be awesome too)

I'm not a tech expert but Metro 2033 had enhanced Depth of Field which sapped performance on my PC but appeared to be similar.
 
DOF is not necessarily an expensive operation for "DX9+" class hardware. As long as you can a)somehow copy your Z buffer to texture (or simply bind it, without doing a copy), and b)compute your own texture lod in a shader, you can do it in a single post-processing pass, adding an opaque overdraw of one. If you're doing HDR, it can also be folded into the tone mapping pass to lessen the cost.

Basically, you copy the entire back buffer into a texture and generate mipmaps. Then you use a function of per-pixel depth (or rather, computed distance from "camera lens" or some such) as a "texture lod" input to bias the abundant hardware texture filtering capacity of the GPU. And voila: pixels where your depth function produces a high "texture lod" become blurrier, while pixels at your computed focal depth remain unchanged and sharp.

The expense is one full-screen copy to texture plus mipmap gen (which can itself also leverage texture filtering hardware), then the fillrate for a single full-screen, single-textured opaque quadtrilateral.

The overall cost of drawing the pixels again is not very high. The expense depends almost entirely on how far you go with computing your camera focus distance (shader ops).

And then there are people who like to go more complex than trilinear and build custom filters just for DOF. Like rotating "bokeh" hexagons and shit. That can get very expensive.

e: for the sake of numbers, a naive and simple depth based DOF effect at 1080p60 can be had for an incremental
*~170MPixels/s of both pixel and texel fillrate (124MP for the actual draw, rest for generating mipmaps)
*~1.8GB/s of bandwidth (1.16GB/s reads, rest writes)

I.e. if your renderer reaches exactly 60fps on a hypthetical 1GPixel/10GB/s GPU subsystem with no such DOF, you need a 1.2GP/12GB/s system to hit it again with per-pixel depth-based DOF enabled.
 
Apart from resolutions, anyone knows why the plants are different in PC/360 versions (although there are not exactly the same they are more similar between them) over WII U?

I speak about the plant under the cage. Maybe different moments?

If you're referring to the plant under the cage, it seems there is less weed in the Wii U version as younger children should not smoke as much (especially so close to school starting).
 
DOF is not necessarily an expensive operation for "DX9+" class hardware. As long as you can a)somehow copy your Z buffer to texture (or simply bind it, without doing a copy), and b)compute your own texture lod in a shader, you can do it in a single post-processing pass, adding an opaque overdraw of one. If you're doing HDR, it can also be folded into the tone mapping pass to lessen the cost.

Basically, you copy the entire back buffer into a texture and generate mipmaps. Then you use a function of per-pixel depth (or rather, computed distance from "camera lens" or some such) as a "texture lod" input to bias the abundant hardware texture filtering capacity of the GPU. And voila: pixels where your depth function produces a high "texture lod" become blurrier, while pixels at your computed focal depth remain unchanged and sharp.

The expense is one full-screen copy to texture plus mipmap gen (which can itself also leverage texture filtering hardware), then the fillrate for a single full-screen, single-textured opaque quadtrilateral.

The overall cost of drawing the pixels again is not very high. The expense depends almost entirely on how far you go with computing your camera focus distance (shader ops).

And then there are people who like to go more complex than trilinear and build custom filters just for DOF. Like rotating "bokeh" hexagons and shit. That can get very expensive.
Your insight is always welcome. Thanks.

Have absolutely nothing to add that wouldn't be an infinite simplification compared to that, so I'll just stick to kissing some booty. And yours was just sitting there.
 
To all the very tech minded guys.

Where did you all learn this stuff from, college ect ?.

I find it incredibly interesting but don't really know where to start as I'm pretty much clueless beyond resolution lol...

I wonder if there are any beginners guides to graphical effects online, video form would be best.

I find shaders really interesting, how the Wii didn't support them so missed out on many games because of it last gen ect.

I'd love to see some side by side pics of visuals with and without shaders just to see what effect they have but my searches on google don't turn up much.

Anyway I'm not really adding to the discussion just letting the 'in the know' guys that I appreciate and enjoy reading and trying to work out what you are talking about :D.
 
All very true.

I was just trying to give a reasonably accurate depiction of ray tracing to someone that didn't really understand the implications of it. Just how much power it would take for realtime rendering over offline renderers. Well... I didn't realize Blue Sky was using ray tracing with their works... but then again I'm not entirely sure I've seen anything from Blue Sky.

Thanks for the explanation Shin! Always appreciated.

Ohh for sure, raytracing is still quite some ways off from being use able in realtime. Offline renderers have been using it for multiple decades, with the main difference being how accurate, how many rays, how many bounces, and some other refinement increases over time. I just find it annoying that everyone keeps bring up and acting like it's such a big deal that Pixar used Raytracing in Monsters U and people act like it's never been done in film before. I mean fuck Fight Club had elements that used raytracing. You should check out some Blue Sky stuff they do beautiful and amazingly animated work. http://en.wikipedia.org/wiki/Blue_Sky_Studios#Filmography
 
I actually do have a question. It might be a stupid one, but it's something I've been wondering since I've played W101 and Pikmin.

It's clear that these games like to use a lot of DoF (Depth of Field). Now, my question is if anyone has a nice explanation for that effect (already saw the general wiki etc., but I'm referring to the gaming usage of DoF) and its usage on the hardware. Is it very heavy or does it not require a lot of power?

The reason I'm asking this is because I haven't seen DoF like these two games in a lot of other games. (if someone can point me out some other games with that effect, that would be awesome too)

We don't know how intensive it is to be honest. I personally think there is some fixed function parts of the GPU that handles it well

That is honestly a blind stab at the air though. I was just thinking that because there is a lot of the GPU unaccounted for. I have no idea though. If it doesn't, yes DOF takes a lot of resources.

You have nothing to apologize for phosphor. Just try to control your temper my friend.

Jack has even been testing my patience and for the most part I'm the least likely person on this forum to lose their cool. Even when my cool is lost I try to make my posts as cordial as possible. I even tend to thank those that irritate me with ignorance or blindness for even reading my post. Again just try not to lose your cool. You've got a relative grasp of tech, no better or worse than mine.

But this is your final warning. I can't be held accountable for the actions taken after.

And if you think that's a joke just remember. I'm within nut punching distance.

Duly noted. I've honestly not been that mad in a long time. Seriously my vision blurred out.

I decided to go outside and tend to my yard...

Anyway, thanks for the reminder.
 
Thanks guys. I've never played Sim City 2013, so that's an unfortunate miss :)
I didn't think that reply was enough but doing a good post takes time, so...


You have multiple ways to blur stuff; hell PSone could do motion blur; the specifics are probably uncalled for, but it was done either via blending frames or duplicating geometry; similarly effects like the final fantasy "going-into-battle" effects are also the principle of messing with a complete framebuffer image. Since it didn't support z-buffer and was so limited though it clearly couldn't pull this; but PS2 did; KH2 used it, as did Tri-Ace on 3 games. Here's the principle:



the result was like this:



Notice the low quality background, that actually happens a lot this gen too, for the very same reasons.

Lack of precision, and the method; basically had this been about Ray Tracing, doing DoF would be cheap through that, as Ray Tracing calculates the light trajectories, and Light Field cameras are appearing and they can focus afterwards; it's the same principle, because they're capturing the vector directions of the rays of light.

For regular rendering methods though, the question is how's the cheapest way to do this in a believable way?

And that's why current gen games haven't been using it much, it's taxing and fill rate based; it's a full frame passage like... say HDR (which also masks the places were light will come through heightned and the places it wants to protect from the light, then blurs the shit out of it and applies it; except DoF is not only looking for something else but it actually blurs colored images and detail it's not masked at all, even if it's not supposed to be where your eyes are focused) and it has to be done on a timely manner so latency is an issue. And this generation consoles are very limited in framebuffers, which the Wii U isn't, so that should help.

On top of it all, and returning to the precision, there are various DoF implementations. Wii U is a more modern spec, and it has shader model 4, which allows it to execute more operations per clock per stream processor (read: previous calculations became cheaper or so you can keep doing them or you can go for more complexity at the same price), it can also support Compute Shaders (these are actually intertwined) thus it can pull more complex effects too; I find this GIF appropriate:

Bokeh.gif


We've not just been seeing DoF on the Wii U, we have been seeing the high quality DoF without hugely defined frontiers taking advantage of Wii U advantages (framebuffer, more modern implementation and increased efficiency).

Pikmin uses it on a two plane basis, ie: objects that are too close to the screen get blured and objected that are father away too; Wonderful 101 uses it as halo's (ie, frontiers of the effect are not clearly defined (on pikmin that also happens), it's clearly not the normal "current gen" DoF.
We don't know how intensive it is to be honest. I personally think there is some fixed function parts of the GPU that handles it well
I find that unlikely; if you have that dedicated silicon you might as well let developers do whatever they want with it.

And Wonderful 101 and Pikmin 3 feature very different DoF implementations (multilayered versus "blur halo's"); it would also make it so that any game not using DoF should be criticized for not doing so, "if it's free".

I don't think it's free; fixed function is usually very 1+1=2; the implementations we have in hands are not it.
To all the very tech minded guys.

Where did you all learn this stuff from, college etc ?

I find it incredibly interesting but don't really know where to start as I'm pretty much clueless beyond resolution lol...
Not sure I count, but reading a lot would be it, you can have knowledge and actual expertise on something derivative, for instance I don't program, but I do 3D modeling; that makes it so that I have to understand certain principles being discussed here; I have to understand what the hell is ray tracing, for instance; but even if I didn't I could have delved into it out of pure curiosity, it just makes it so that I can relate more easily to that in particular. Same can be said if you have a programming background or something along those lines.

There's no real shortcut, you have to read a lot of technical stuff until you start to understand it (if you want suggestions, I'd go with reading some making of or post mortem from a technical standpoint; try gamasutra as they're usually meant so normal people understand), and even then you'll be always learning; and stick around, if you have doubts ask; it takes work to put somethings into words but it is certainly not useless; you're certainly the only one that doesn't understand technical jargon so you might as well be asking what everyone else was thinking.
 
To all the very tech minded guys.

Where did you all learn this stuff from, college ect ?.

I find it incredibly interesting but don't really know where to start as I'm pretty much clueless beyond resolution lol...

I wonder if there are any beginners guides to graphical effects online, video form would be best.

I find shaders really interesting, how the Wii didn't support them so missed out on many games because of it last gen ect.

I'd love to see some side by side pics of visuals with and without shaders just to see what effect they have but my searches on google don't turn up much.

Anyway I'm not really adding to the discussion just letting the 'in the know' guys that I appreciate and enjoy reading and trying to work out what you are talking about :D.

You learn by doing. I guess I started learning about it the day my boss walked into my office and told me to write a graphics engine. And then taking that graphics engine through the last generational transition and having to learn about normal mapping and everything that went into that. But even though I was shipping games on a graphics engine I wrote I didn't really feel like I knew what I was doing.

It's all about experience. My current job has a ton of dedicated graphics guys with years of experience. They read papers about new techniques and can rattle off lists of lighting models in casual conversation. Someone like me... I can read about cone tracing through a voxel tree as much as I want but I'd have to implement it to really feel like I understood it. Other people just get it. Depends on the person.

For you, it sounds like you don't really understand shaders. Maybe start by trying to understand the graphics pipeline at each stage and what happens to data to get it into final pixels on screen. D3D and OpenGL sort of follow the graphics pipeline by necessity, that's a decent place to start.
 
DOF is not necessarily an expensive operation for "DX9+" class hardware. As long as you can a)somehow copy your Z buffer to texture (or simply bind it, without doing a copy)
Ah, I actually tried to explain one could do this via these two methods, but couldn't put it in a way so simple, thought I was overcomplicating and I was. Cheers.

I believe you can also either copy the back buffer, go gaussian (or other post-process blur over it), subtract the Z-buffer then merge on the image previous to this step, or you can go "black and white" map; if you just want to mask a character being in prominence against a background (8 bit of color to 1-bit of color); I'd wager Tennis, Golf, Fighters "character+background" games this gen are probably opting out for that.
compute your own texture lod in a shader, you can do it in a single post-processing pass, adding an opaque overdraw of one. If you're doing HDR, it can also be folded into the tone mapping pass to lessen the cost.
I hadn't thought about those one; nor did I see them described that way before.

Integrating it onto the tone mapping pass seems clever.
The overall cost of drawing the pixels again is not very high. The expense depends almost entirely on how far you go with computing your camera focus distance (shader ops).
It's not, but for current gen consoles I imagine fillrate and memory latency is an issue. Redrawing it is trivial, some DoF out there uses reduced quality buffers and yet, upon rewriting it'll rewrite the same pixels nonetheless, hence the issue isn't doing that, but the actual blur pass or manipulable memory access (copy/write to).
And then there are people who like to go more complex than trilinear and build custom filters just for DOF. Like rotating "bokeh" hexagons and shit. That can get very expensive.
Heh, already went there.

I'd like to draw a line here though, I wasn't saying the Wii U was pulling them, I doubt it'll and I don't see much benefit.

My post might have errors from your perspective, but bare with me.
 
Just out of curiosity; what part of a film lens made the bokeh hexagonal like that? I know if you use an anamorphic lens, they would appear oblong, but I never understood what casued them to be hexagonal like that.

The more narrow an f-stop (aperature) is on a camera, the more pentagonal the bokeh will be.

For example, an f-stop of something like 1.8, it should be smooth/round. Perfect circles for the bokeh.

If you have it higher up, lets say... 3, you'll see those pentagonal shapes.
 
Just out of curiosity; what part of a film lens made the bokeh hexagonal like that? I know if you use an anamorphic lens, they would appear oblong, but I never understood what casued them to be hexagonal like that.
Typically it's aperture shape. The blades that make up the aperture. But lens has some affect too.
 
I have a question too, and sorry if it has been discussed already, but do we know why the Wii U and PS360 versions of Rayman look the same? Before it went multiplat, didn't someone at Ubisoft say that they were doing things graphically that could only be done on the Wii U? Was that BS or what?
 
Yes, the ray tracing discussion got out of hand. He already accepted he was wrong.

I am no mod or ultra tech guru, but I suggest to posters, that if you don't really have the knowledge or background, please stay away from giving opinions as facts.

Questions or comments that contribute to the thread or to increase some knowledge IMO can be respected. Those are my 2 cents.

Seriously. I'm not anywhere near to being the most knowledgeable guy on this subject, so I only comment here and there. But in general, I contribute either through Dev interviews that can help people filter their own thought processes through a new perspective, comment on something I understand, or keep my mouth shut.

What happened in here? Everything went to shit... No need for all of the anger. Let's take a step back. :)
 
I have a question too, and sorry if it has been discussed already, but do we know why the Wii U and PS360 versions of Rayman look the same? Before it went multiplat, didn't someone at Ubisoft say that they were doing things graphically that could only be done on the Wii U? Was that BS or what?

Can you provide a source for that?

Me am very confused.

The more advanced the DX, the blurrier the background is supposed to be?

No, it's just a different DOF implementation (read up on the term "bokeh") that can be done more efficiently with DX11. To what degree the blur is applied is in the hands of the designer.

I'm not a big fan of DOF myself. It's nice for cutscenes but can be distracting during gameplay.
 
The more narrow an f-stop (aperature) is on a camera, the more pentagonal the bokeh will be.

For example, an f-stop of something like 1.8, it should be smooth/round. Perfect circles for the bokeh.

If you have it higher up, lets say... 3, you'll see those pentagonal shapes.
Tri-Ace had nice description of proper camera simulation of DoF and such. (page 49 and forward.)
http://research.tri-ace.com/Data/SO4_flexible_shader_managment_and_postprocessing.ppt

They really have incredible research team, would love to see something new from them.
http://research.tri-ace.com/
 
I wanted to create a new thread but maybe it is not a good idea so posting my question here.

In your opinion how does the latest news regarding performance for XB1/PS4 relate to Wii U?

Killer Instinct is now 720p60 and not 1080p60
BF4 is now worst case 720p60, best case 900p60 or a resolution in between
KZ SF SP is 1080p30 and MP is 1080p60 with occasional drops (WIP)
Titan Fall: Respawn is not sure if XB1 will be 1080p60, they just said "performance is king"

I know they are launch titles or launch window, but I mean the Wii U had to go through the same. I am sure devs have still to grasp the PS4/XB1 platforms and they will be fine. I have to confess, I am a bit glad we are seeing this (they will be OK I am sure), now everyone can agree that launches are always a bit rough and Wii U was no exception.

Looking at the updates above I must say that Bayo 2, W101, Sonic Lost World, all @720p60 are starting to sound even better given the updates above. I think Wii U was made for solid 720p60 in mind if devs start to know the hardware. But then again I am afraid this will not happen **sigh**
(Disclaimer, I love my Wii U but I have other systems as well, my comments are not intended for console wars but just some nice factual discussion)

I am trying to keep the most important titles per platform updated with the latest performance in here: http://www.neogaf.com/forum/showthread.php?t=596571

Another question: is 720p60 comparable to 1080p30? Which one is more taxing?
 
Me am very confused.

The more advanced the DX, the blurrier the background is supposed to be?

It's not the amount of the blur, but the quality of the blur that is being compared, the example GIF is a poor demonstration, because it also ramps up the amount for the DX11 versions.

Though, it highlights the flexibilty of the newer style of depth of field effects, a few problems that appear in older implementations:
  1. Edge's of in focus models, show unrealistic blurred spill around it (with simple masking technique)
  2. You don't have gradually increasing blurring based on distance, just as a single blurr amount for all out of focus areas
  3. Out of focus objects in front of the focused object can't be done, or looks horrible
 
Can you provide a source for that?
im pretty sure this is what he was referring to.... quote by the game director


“What surprises me with Wii U is that we don’t have many technical problems. It’s really running very well, in fact. We’re not obliged to constantly optimize things. Even on the PS3 and Xbox 360 versions [of Origins], we had some fill-rate issues and things like that. So it’s partly us – we improved the engine – but I think the console is quite powerful. Surprisingly powerful. And there’ a lot of memory. You can really have huge textures, and it’s crazy because sometimes the graphic artist – we built our textures in very high-dentition. They could be used in a movie. Then we compress them, but sometimes they forget to do the compression and it still works! [Laughs] So yeah, it’s quite powerful. It’s hard sometimes when you’re one of the first developers because it’s up to you to come up with solutions to certain problems. But the core elements of the console are surprisingly powerful.

“And because we’re developing for Wii U, we don’t have to worry about cross-platform optimization.

“We can push what the console can do; push it to its limits. And of course, we have a new lighting engine. In fact, the game engine for Origins was mostly just classic sprites in HD, but now we can light them and add shadows and all these things. So there is some technical innovation with the engine itself. “
Thanks, Tron. Yes, that was the quote I was thinking of. It had been awhile since I'd seen it. Reading it again it doesn't sound as good as I remember. I think that was back when people thought the memory system in the Wii U was bottlenecked so I guess I read this as more positive back then. Thank you for digging it up.
 
Thanks, Tron. Yes, that was the quote I was thinking of. It had been awhile since I'd seen it. Reading it again it doesn't sound as good as I remember. I think that was back when people thought the memory system in the Wii U was bottlenecked so I guess I read this as more positive back then. Thank you for digging it up.

I think it's a different quote you're talking about. Ancel said in a different interview that the Wii U's power made it possible to do things that weren't possible on previous gen hardware such as having more enemies onscreen at once. I'd assume that since going multiplatform Ubisoft Montpelier gimped all SKUs and reduced the amount of enemies to make the port possible.
 
I think it's a different quote you're talking about. Ancel said in a different interview that the Wii U's power made it possible to do things that weren't possible on previous gen hardware such as having more enemies onscreen at once. I'd assume that since going multiplatform Ubisoft Montpelier gimped all SKUs and reduced the amount of enemies to make the port possible.

Slandering Montpelier without a source, not nice...
 
I wanted to create a new thread but maybe it is not a good idea so posting my question here.

In your opinion how does the latest news regarding performance for XB1/PS4 relate to Wii U?

As other people have said, 720p, 60fps isn't all that impressive. Framerate is a design choice at the start of development, Nintendo can simply get away with it more often than not on much weaker hardware because of their chosen artstyle.

I'm not surprised to see most PS4 and XBOX ONE games running at 1080p, 30fps as developers were always going to push graphical effects (most notably particle effects it seems) to try and wow people with improved visuals instead of improved framerates.

If Sony and MS had again risked over heating and a financial loss on every box sold they could have had 1080p, 60fps with visuals that match current high end PC's on most games but they simply chose not to which is why after a couple of years of seeing the likes of The Witcher 2, Crysis 3 and BF3 running on high end PC's, a lot of peoples reaction to these 'next gen' games, especially the cross gen games is simply 'meh'.

Of course just like with WiiU the visuals and performance will improve over time as the first party developers especially get to grips with the new hardware and they start working on second generation games with finished dev kits and tools.

Whatever Naughty Dog and Santa Monica are working on for PS4 and whatever 343 and Black Tusk are working on for XBOX ONE will be the most impressive looking games for those consoles imo.

With how scalable the new engines are I see no reason why WiiU couldn't run any of the next gen only games shown so far (The Division, Crew, Witcher 3) at 720p, 30fps with the visual eye candy turned down a few notches. Of course the problem with the first two of those games is that they want an active online community, something the WiiU really lacks.

Depending on how PS4 and XBOX ONE sell in their first few months I could see PS360 versions of those 'next gen only' games being announced at E3 next year. A 160 million install base in almost impossible to ignore, of course even if there are PS360 versions made that is no guarantee that WiiU versions would follow as we have seen so far.
 
Apparently I was wrong.

phosphor did have something to apologize for. I didn't catch his post before the edit, but he made someone mad. Next time we see you around phosphor remember to not let someone vehemently not knowing piss you off. Always ends up biting you in the ass.
 
I wanted to create a new thread but maybe it is not a good idea so posting my question here.

In your opinion how does the latest news regarding performance for XB1/PS4 relate to Wii U?

snip

Another question: is 720p60 comparable to 1080p30? Which one is more taxing?

Both questions are a bit loaded. A game that runs at 60fps is going to need more CPU power than when running that same game at 30fps and is independent of resolution. And, even with enough CPU power, it could still be limited by memory bandwidth.

It's not debatable that both Xbox One and PS4 are orders of magnitude faster than the Wii U on pretty much all fronts. But it doesn't mean that some of the same games aren't possible on all platforms. There are countless PC games out there playable across systems with similarly great performance differentials.

The hardest thing to get around is the difference in memory size. A game using 5+ gigabytes of RAM on anything other than texture data is pretty much impossible on a system with just 1gb of usable RAM.
 
Both questions are a bit loaded. A game that runs at 60fps is going to need more CPU power than when running that same game at 30fps and is independent of resolution. And, even with enough CPU power, it could still be limited by memory bandwidth.

It's not debatable that both Xbox One and PS4 are orders of magnitude faster than the Wii U on pretty much all fronts. But it doesn't mean that some of the same games aren't possible on all platforms. There are countless PC games out there playable across systems with similarly great performance differentials.

The hardest thing to get around is the difference in memory size. A game using 5+ gigabytes of RAM on anything other than texture data is pretty much impossible on a system with just 1gb of usable RAM.

Orders of magnitude? An order of magnitude is a ten times increase, so orders of magnitude would be hundreds, thousands, etc.
 
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