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http://www.eurogamer.net/articles/digitalfoundry-2014-vs-watch-dogs-on-wii-u
http://www.eurogamer.net/articles/digitalfoundry-2014-vs-watch-dogs-on-wii-u
Just like the PS3 version we previously tested, the base native resolution of Watch Dogs on Wii U is a restrictive 1152x648, with identical post-processing anti-aliasing to match. In terms of image clarity, the upscale process is unforgiving compared to the PS4's 1600x900 output. The worst of it ultimately boils down to muddied detailing on Watch Dogs' Chicago horizon - though indoors this is a far less noticeable point - and the temporal 'shimmer' artefacts on high contrasts. Without a doubt, the Wii U is in last-gen territory for image quality here.
As for the Wii U's basic visual setup and assets, Watch Dogs identifiably uses the existing last-gen versions as its starting point. As you can see from our comparison video below, differences are few when compared with Sony's older platform - while PS4 remains a clear generational leap ahead. Broadly speaking, those looking for a graphical midway point between these two Sony versions will be disappointed; Nintendo's hardware sticks close to PS3 quality in almost every case.
In terms of performance, the Wii U has had two years to show us its strengths and weaknesses. Recent efforts such as Bayonetta paint its fortunes in an optimistic light, producing a frame-rate that often bests the Xbox 360. On top of that, every major port to the console so far has removed screen-tear where it was previously evident on PS3 or 360 - with the exception of Darksiders 2. Unfortunately, big open-world games such as Assassin's Creed 4: Black Flag have a tendency to see performance diminish significantly.
Watch Dogs falls well and truly into this second group. V-sync is permanently engaged to remove all the tearing we see on the PS3 edition, making it much easier on the eye overall. However, there's no skirting around the fact that the Wii U version's frame-rate is worse than a last-gen version that was already pushing the threshold for acceptability.
Bayonetta is a great example of a Wii U port done right, with its higher frame-rate allowing it to supersede the Xbox 360 version as the definitive release. But it's clear that the Wii U's strengths are not as a 'me too' platform, especially in light of the arrival of Xbox One and PlayStation 4.
Put into perspective, the PS4 operates at 30fps throughout most of our tests, while the PS3 runs between 25-30fps during cut-scenes, but can drop lower during gameplay. However, Nintendo's platform struggles to even achieve this level, with matching car chases towards the city holding at between 20-25fps on Wii U- dipping to the high teens when smashing through physics-based objects.
Remarkably, a 20fps refresh is often the standard for inner-city driving, making it exceptionally sluggish to control. The Wii U also takes the record for the lowest frame-rate dip during our stress test finale, with a sustained sub-20fps frame-rate once we take a rocket launcher to a pile-up of police cars (whereas PS3's nadir is 20fps). This one test isn't indicative the general run of play, but it serves to highlight just how much the Wii U's processor is bottlenecked when faced with too many AI and physics-based simulations. Curiously, Nintendo's platform runs with no frame-rate lock, meaning it can rise above 30fps. The near-constant playback at 20fps makes this a rare sight, but you can catch it if you glance upwards at points.
Watch Dogs on Wii U: the Digital Foundry verdict
With a visual standard that matches the PS3's in almost every area, the Wii U offers by no means the best way to play Watch Dogs. We're spared the heavy tearing of Sony's last-gen console but the v-synced playback on Nintendo's console comes at a high cost. As is the trend for many of the ports to Nintendo's platform, performance is a genuine issue. To an extent, having an off-TV play option for Watch Dogs is plus, in much the same way it is for most Wii U editions of last-gen games. However, it's clear the touchscreen aspect of Nintendo's controller is under-utilised. It's been an extra six month wait for Wii U owners, but this hasn't manifested in any kind of tangible boost, leaving us feeling somewhat disappointed.
If this is the end of major, multi-platform, third-party support on Wii U, it's a disappointing conclusion to a story of mixed fortunes. What's clear is that the hardware design of the Wii U is original and distinct: titles like Rayman Legends and Need for Speed: Most Wanted demonstrated that targeting the system's strengths produces excellent results, but Wii U's integration into the modern multi-platform era clearly proved troublesome for developers, particularly in terms of accommodating its CPU design.
While Nintendo initially tried to set up Wii U as a third-party friendly console, Watch Dogs once again highlights that its strengths are perhaps best not served in producing "me too" experiences - especially in an era increasingly dominated by consoles offering a generational leap in power. It's safe to say that Wii U is defined by the strengths of its first-party exclusives, with Nintendo consistently delivering irresistible results - where the quality of the whole package defies the generational divide with its rivals.