Rumor: Wii U final specs

And Nintendo have been making use of those advancements in mo-cap (you can even see their mo-cap studio in one of the Nintendo Directs) and have been doing things like inverse kinematics as well for a while now. These kinds of things are just less obvious in a game like Skyward Sword than they are in a game like Beyond.
Could you link me to some of this stuff? Genuinely interested in what Nintendo's setup looks like. Whatever their set up though, I do truly believe that there are stratifications amongst all devs, and that the top tier devs are truly a cut above the rest. The results speak for themselves, otherwise we wouldn't be saying things like MS finally has a title in 334's Halo 4 that can hang with ND, Santa Monica et al.'s best
 
Blu Ray on PS3 isn't outright superior to DVD on 360 and the extra space isn't always needed.

Well I mean, it was only really hampered by the low seek speeds of early blu ray drives. A faster Blu-ray drive would have been superior to DVD in every way. Many multi platform games have been hampered in some way by the DVD disk sizes. Games were still good, obviously but it did limit things in certain ways without question. Same with no standard harddrive.
 
On the Wii I don't think there's a 3rd party game that comes anywhere close to Mario Galaxy.
Jett Rocket?

Edit: Also, I'm not sure how you can berate so many Gamecube devs. Effort was almost as consistent as third party Xbox games. The only games that looked like PS2 were direct ports but apart from that, exclusives or games that lead on it generally looked better.
 
It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
 
A random question but right now you seem to be the only one capable of answering it.
You were one of the first ones to know (or at least announce) about the two gamepad support being a late in development addition for Wii U. Apparently, Nintendo is already working on titles that support this feature. What can you say about it? (if you know anything) and from your point of view, what would be the impact for the system to render a game with different views/perspectives etc thrice (gamepad+gamepad+TV)? It was already stated the games would run at 30fps with two gamepads working at the same time but is there any other compromise the system has to do in order to archive dual gamepad gameplay?

I thought it would be as easy as a normal multiplayer mode where the screen splits for each player but I guess streaming to the gamepad takes way more work than that

Yes, it's one of the revelation i'm the most proud of :p
I think i already touched upon that, but to be clear: third-parties received the month before E3 the mass production dev kits, which featured a second coaxial port for a second DRC to be plugged into. But this addition was just future-proofing the dev kit, as the solution for 2 gamepads support was just found by the engineers, and third-parties were warned of that around E3 2012. So when Reggie announced it during the conference, it was really fresh, and far from being ready to be made available to studios.

And it comes for the moment with some hindrance (shared bandwidth and some other problems but they will resolve those, if it's not already the case).

Honestly, i think the Wii U has enough power -even more after all the recent info about all the improvements developers have reached with the latest dev kit, sdk, etc- to handle three screens without too much sacrifices in terms of visuals. And there are workarounds anyway, like lowering the complexity of the scene/resolution (the content could be sub-480p on the gamepads), having a simple leaderboard, map, or lower quality spectator mode on the TV to free more power for both the gamepad (in a local FPS for example), etc.
 
It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
Witcher was made in a foreign country where labor is cheaper, though I do recall Evan Wells starting that UC2 cost roughly 20 million. Depends on management and efficiency I guess, long as you're not SE sticking people on modeling rocks for 2 weeks you should be fine lol
 
I don't even think those games will compete visually with the likes of Halo 4, Uncharted 3, Last of Us, Gears Judgement, Beyond, God of War Ascension ect for the simple fact that Nintendo will not blow that kind of development budget on games which sell under 10 million copies (3D Mario, Zelda, Metroid).

Im sure they will look really nice tho.

http://www.youtube.com/watch?v=y4fgvtBKIH8

If they can reach that level of visuals they will have already bested current consoles imo.

And sure Retro will one up that.
 
Yes, it's one of the revelation i'm the most proud of :p
I think i already touched upon that, but to be clear: third-parties received the month before E3 the mass production dev kits, which featured a second coaxial port for a second DRC to be plugged into. But this addition was just future-proofing the dev kit, as the solution for 2 gamepads support was just found by the engineers, and third-parties were warned of that around E3 2012. So when Reggie announced it during the conference, it was really fresh, and far from being ready to be made available to studios.

And it comes for the moment with some hindrance (shared bandwidth and some other problems but they will resolve those, if it's not already the case).

Honestly, i think the Wii U has enough power -even more after all the recent info about all the improvements developers have reached with the latest dev kit, sdk, etc- to handle three screens without too much sacrifices in terms of visuals. And there are workarounds anyway, like lowering the complexity of the scene/resolution (the content could be sub-480p on the gamepads), having a simple leaderboard, map, or lower quality spectator mode on the TV to free more power for both the gamepad (in a local FPS for example), etc.

Really nice!
I always try to avoid this or any power/specs related thread because there's not too much for me in it anyway so I don't really know what are those improvements with the latest dev kits, sdk and all that stuff you're talking about but if you're confident about Wii U's power then I guess that's enough for me.
You have been right before and you're closer to this thing than me so I appreciate your answer. :P
Hopefully we won't have to wait that long to see the first games with this feature.
 
I really don't get this, if GameCube was hampered by its mini-DVDs what about Xbox with its DVDs compared to PS3 with Blu-ray?

You are equating two situations that aren't equal or at least relatively comparable.

The GameCube came out later than the already well-established PlayStation 2, didn't have any remarkable sales success and was restricted by a very heavy limit on disc space compared to the PlayStation 2 DVD-5 and DVD-9 (dual-layer) formats. Getting big games to fit small 8cm discs was no easy task. It's easy to see why developers and publishers weren't interested all that much in investing in a modestly successful platform that had very unique technical challenges.

Compare that to the Xbox, which was of equal success, but featured a standard DVD drive and an architecture that was extremely easy to program for: Publishers put out a wide range of third-party games for that console. It's pretty clear that Nintendo's technical direction is partly to blame for the lack of GameCubes success

With the current generation, developers weren't able to simply ignore the Xbox 360 due to its already established install base compared to the PS3 (and the PS3 has its own technical challenges). It would also have been unwise for publishers to only support one platform, as they would want Sony as a counter-balance to Microsoft (so MS wouldn't be able to dictate terms and conditions unhindered). Multiplatform games are, by necessity, designed to fit DVD-9 (as well as the lack of a guaranteed caching space on Core 360 models). This clearly "hampers" game developers, but as end-users, we don't get to see that process.

That DVD-9 isn't always sufficient is clearly demonstrated by the fact that Microsoft started allowing multi-disc games for the 360 some years ago.
 
Really nice!
I always try to avoid this or any power/specs related thread because there's not too much for me in it anyway so I don't really know what are those improvements with the latest dev kits, sdk and all that stuff you're talking about but if you're confident about Wii U's power then I guess that's enough for me.
You have been right before and you're closer to this thing than me so I appreciate your answer. :P
Hopefully we won't have to wait that long to see the first games with this feature.

Unfortunately, from third-parties, it won't come until at least the 2nd generation games (read: their second batch of releases on Wii U).
 
Unfortunately, from third-parties, it won't come until at least the 2nd generation games (read: their second batch of releases on Wii U).

I wasn't expecting anything from anyone until at least late 2013 but you sound more optimistic than me in that regard :P
 
And Nintendo have been making use of those advancements in mo-cap (you can even see their mo-cap studio in one of the Nintendo Directs) and have been doing things like inverse kinematics as well for a while now. These kinds of things are just less obvious in a game like Skyward Sword than they are in a game like Beyond.

Never mind Skyward Sword. They had inverse kinematics in Ocarina of Time.

You can't really draw any conclusions from what we saw of their mocap studio in the ND though. It just looked like a random gymnasium.
 
It should be noted that great graphics doesn't necessarily require a high budget. IIRC, for example Witcher 2 is known for having impressive graphics but was not as expensive as some of the other mentioned games.
Agreed graphics have a lot more to do with skill/technical know-how than cash.They are a few really good looking indie titles out there for example. Big budgets just allow you to produce more content because of much larger teams. But with a small budget you can make an amazing looking game just more with limited scale and scope.
 
Never mind Skyward Sword. They had inverse kinematics in Ocarina of Time.

You can't really draw any conclusions from what we saw of their mocap studio in the ND though. It just looked like a random gymnasium.
Not that this is in any way surprising, but Nintendo uses a Vicon mocap system. Cameras look like T-Series, so probably Vicon MX.
 
Never mind Skyward Sword. They had inverse kinematics in Ocarina of Time.

You can't really draw any conclusions from what we saw of their mocap studio in the ND though. It just looked like a random gymnasium.

Hmm, I'm going to have to crack out Ocarina of Time and have a look for that, as I never noticed it before (although I suppose it's something you're more likely to notice the lack of than the existence of).

On the mo-cap comment, I was just pointing out that they have a mo-cap studio, so it's obviously something they do a fair bit of.
 
Ooh very nice then

Sorry for asking I'm not well versed in Mo cap equipment
Neither am I. ;)

I simply googled a little. Vicon lists Nintendo as a customer, so I looked for a screenshot from the relevant Nintendo Direct, and lo and behold: the cameras in the mocap studio look exactly like Vicon T-Series (large, quadratic mount for the strobe, characteristic handle on top). And T-Series are the default cameras for MX systems.
 
http://www.youtube.com/watch?v=y4fgvtBKIH8

If they can reach that level of visuals they will have already bested current consoles imo.

And sure Retro will one up that.

In all honesty i was blown away by that tech demo in June 2011 but now at the end of 2012 it's really not that impressive compared to the likes of Uncharted 3, Halo 4, God of War Ascension, Gears of War Judgement, Last of Us and Beyond imo.

For what it's worth i think the WiiU Zelda will far, far exceed those visuals anyway as that demo was made by a small team, in a short space of time, using TP assets on the very first WiiU dev kit.
 
In all honesty i was blown away by that tech demo in June 2011 but now at the end of 2012 it's really not that impressive compared to the likes of Uncharted 3, Halo 4, God of War Ascension, Gears of War Judgement, Last of Us and Beyond imo.

For what it's worth i think the WiiU Zelda will far, far exceed those visuals anyway as that demo was made by a small team, in a short space of time, using TP assets on the very first WiiU dev kit.

I think the Zelda demo has a realistic painting vibe while the games you listed aimed at a real world vibe. Huge difference imo.
 
The Halo 4/Skyward Sword/ZeldaHDtech comparison is exactly what I was referring to when I said people will argue what 'graphics' define the apex of a generation, and what bests them, when there's no technical knowledge behind the arguments themselves. It's all just preference and taste in art and style.

Like when people rant about how the two Galaxy games are among the most gorgeous of this generation. And I'd agree. But by no stretch of the imagination are they technical wizardly that matches what is and has been accomplished on the Xbox 360 and PlayStation 3. But that doesn't really matter, because people still think it looks good.

The same will be true for much of the Wii U, especially when art styles differ. Unless we're talking about quantifiable, measurable technical components of a measuring engine, no game looks better/worse beyond what you, on a purely subjective level, prefer. This is why I've argued that if Retro's game isn't stylised towards realism (and by this I mean proportionally, not necessarily a modern setting), it won't matter if it is or isn't technically more advanced than current generation offerings. People will be divided and not everybody will agree it looks better. Same will go for EAD's offering if it's anything like their usual style.
 
Jett Rocket?

Also, I'm not sure how you can berate so many Gamecube devs. Effort was as consistent as third party Xbox games. The only games that looked like PS2 were direct ports but apart from that, exclusives or games that lead on it generally looked better.

Xbox had a larger handful of exclusives that looked clearly impossible on the PS2, and a lot of Xbox ports were obviously superior to their PS2 counterparts as well.
 
Xbox had a larger handful of exclusives that looked clearly impossible on the PS2, and a lot of Xbox ports were obviously superior to their PS2 counterparts as well.
Ok. Slightly less consistent. With the Xbox being the more popular and powerful console (i.e it was PC port heaven), it would be weird if it didn't see a bigger gap compared to PS2 and Gamecube.

However, I still stand by my notion that exclusives/lead plats were not something to look down upon. I've actually looked back at some Gamecube titles that I either never knew of or ignored as a youth and was surprised to see what devs were doing.

There were multiplats like Powerpuff Girls or Winnie the Pooh that were taking advantage of the Gamecube's TEV. Other games went for generally higher polycounts and or better textures.

Now, am I going to list every Gamecube game and point out which was a PS2 port and which used the hardware? No. But I think there are enough reviews out there that give an idea third party's were actually trying and I would be happy to direct you to some.
 
It's already happening now. Nano Assault Neo and Nintendo's own games are doing stuff that aren't possible on the Xbox 360.

Also, check out this new discovery. Global Illumination comes to Mario.
gimarioh4d7b.gif

Nano assault neo doesn't look impressive or appear to be doing anything not possible on the Xbox 360.
 
Also, check out this new discovery. Global Illumination comes to Mario.
gimarioh4d7b.gif

Those are dynamic light sources, not global illumination, and is an effect that has been used in varying degrees going way back to the Nintendo 64.
 
Already acknowledged. See the previous two pages.

Yes, but posts like this:

After looking up dynamic lighting, I guess it can still be considered an impressive feat for how expensive that type of lighting can be for rendering. Also, having dynamic lights frees up memory because there is no reliance on lightmaps (something current gen games use alot). It's also a direction that next gen engines (such as UE4) are going.

To me indicate you still don't really understand dynamic light sources and why it appearing in NSMBU is not really a big deal, nor does it negate NSMBU using lightmaps elsewhere. It's a pretty simple effect that has been used for two, three generations of consoles. Torches in Ocarina of Time, from memory, had a dynamic light source attached.

5 Days

21 Hours

56 Minutes

A Mod like U should have done the the Launch OT for us EC

I think Cheesemeister is doing it maybe? Or Rosti.
 
To me indicate you still don't really understand dynamic light sources and why it appearing in NSMBU is not really a big deal, nor does it negate NSMBU using lightmaps elsewhere. It's a pretty simple effect that has been used for two, three generations of consoles. Torches in Ocarina of Time, from memory, had a dynamic light source attached.
I never said NSMBU didn't use light maps. I was only discussing the bonuses dynamic light sources have over static light maps.

And simple becomes relative depending on how complex an environment is. Games feature more polygons than what the N64 had to put up with which means more work.
 
I think we're doing one thread, as the launch dates are all pretty close, and it would be nice to have a single launch thread alongside the various game OTs. Depends what Rosti and co want to do I guess.

And simple becomes relative depending on how complex an environment is. Games feature more polygons than what the N64 had to put up with which means more work.

Yes, but my point was the effect in NSMBU is nothing special or noteworthy, which you do seem to understand.
 
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote
 
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote

The holiday 360 and PS3 bundles are definitely more attractive in regard to price/value, but Wii U has the benefit of being the newer console. What sucks is that games that have already had price cuts on 360/PS3 are coming out full price on Wii U. That's lame. Paying 60 for Mass Effect 3, Darksiders 2, Batman etc when they're much cheaper elsewhere may be a turnoff for some people. Hopefully there will be a lot of sales on the games, otherwise they're not going to sell well (other than Mario).
 
I never said NSMBU didn't use light maps. I was only discussing the bonuses dynamic light sources have over static light maps.

You were implying that dynamic light sources are some kind of super taxing special effect that is special in any way. It's a very simple effect used in hundreds of games over the last three generations.
 
I think at the $300 price point it's gonna be hard for the Wii U to be competitive after the launch rush. Really think they priced to to high. Would rather have thme dropped the tablet gamepad and sold the console new for $200 and sold the tablet add on for $100. Got a feeling most games will ignore it or utilize it poorly much like the Wii Mote

I'm sorry this post is full of bad ideas on Pachter levels. The gamepad is what the Wii U is all about to isolate it would mean many games not using Off TV play.

They are already selling at a loss it is not a $599 console, this is why we are talking about these low Specs in here. It should do fine after holiday Rush if they keep the games coming. Games > Price
 
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