Rumor: Wii U final specs

Do you have a source of how much money were spent on both games?

It's a nice response to say that the reason we're not seeing next gen like graphics is because every dev on WiiU isn't putting any effort in.

I'll backtrack on the "20-40" because I was using figures that I misremembered. I was erroneously using the Wii U port cost that Ubisoft CEO said and applying it to a conservative guesstimate of Halo 4 (20-40million) based on Halo 3's estimated $40-50 million budget.

However, I do not believe that Zombi U will cost anywhere hear 20-40 million to make. 5-10 maybe and I also think Halo 4 will be on the upper end of the spectrum and may even exceed Halo 3 - who knows.

Either way, you can't really expect a third party launch game on new hardware to match an established franchise making a flagship title that's meant to also be a graphical showpiece for the console.
 
Most devs/pubs give dev budgets if any. Occasionally we hear about x amount of marketing campaign millions too, separately.
I was under the impression that many gave us the budget of the whole (development + marketing) though. Only when you hear a rather low number for an AAA game, then it's probably development only.
 
I'd rather doubt that. $80 buys you a tablet with a capacitive touch screen of similar resolution, and actual processing capabilities.

Is it confirmed to contain no processing whatsoever? It must have some sort of ARM processor to receive the sginal and run the software etc... + it has rumble controller innards and other things. Pretty sure that would make it up to about a $150 value.


It will be interesting to see what Nintendo's replacement policy for the Wii-tablet controller is. CAn you only order them? Get them in shops? What value will they RRP at?

Anyway, I think my napkin maths still stands.


nm
 
1. How do we know some games don't use global illumination?
2. Tesselation isn't really something the gamer would notice, is it? It'd be a tool devs could use but for the gamer there wouldn't really be much of a perceivable difference

Ideally those effects or techniques should be visible in the footage. There are ways for them to be use very sparingly to the extend where you almost wouldn't notice them, but if devs already spend the render time they'd make sure it's prominently visible in the gameplay footage.
Also, what Backfoggen would expect of next gen doesn't mean anything to anyone other than him.

WiiU could be an overclocked Wii and it would still be a next gen system.

I wasn't starting a next-gen or not debate I was just answer the dude who used the term "true next-gen". The Wii U is a next-gen console.
 
From the closed Rayman thread:


So... ASTC support?

Someone asked them on Twitter if it was this they were using, they said no, it's something different.

EDIT, and are not allowed to say what it is they used.

Is that ATSC free to use or licensed, and would it only be available on certain versions of OGL? So is this WiiU compression solution better or worse?
 
However, I do not believe that Zombi U will cost anywhere hear 20-40 million to make. 5-10 maybe and I also think Halo 4 will be on the upper end of the spectrum and may even exceed Halo 3 - who knows.

The "low cost" barrier is 20~25 million, I don't think Zombi U has cost 5-10 million.
 
I'd hardly call that a tablet its smaller than decent phones are these days

There are phones over 7inch these days .
Guess i way behind on stuff .

Is it confirmed to contain no processing whatsoever? It must have some sort of ARM processor to receive the sginal and run the software etc... + it has rumble controller innards and other things. Pretty sure that would make it up to about a $150 value.

It will be interesting to see what Nintendo's replacement policy for the Wii-tablet controller is. CAn you only order them? Get them in shops? What value will they RRP at?

Anyway, I think my napkin maths still stands.
EDIT: as pointed out above, the Wii pad has a screen almost twice the size.


There is nothing in the Wii-tablet that would carry the cost up to $150 or give it such value .
 
the same remains true of PS4 and Xbox Loop though as far as we know yes? so we also shouldn't expect to see large improvements on those right? i'm just making sure we're all on the same page here.

No, because those consoles will push game development once again. We will see games with engines like UE4 which will make heavy use of DX11/SM5, new lighting technology etc. and a lot of other new stuff which hasn't really been used in games before (at least not this much), so we will see some improvements as the next gen will be progressing.
 
Of course, but current generation games have been developed since 2005. You'd think that those costs would have leveled off a bit by now so the $10 surcharge shouldn't be necessary just as it wasn't prior to this gen.

But Nintendo 1st party games will be a huge leap from their current gen, which is the point no?
Level off in what way? Games continue to get more expensive and the market hasn't kept up to make lowering prices sustainable (see current gen games struggling to sell "x" amount of copies to be profitable).
 
You can use the budget in promotion, orchestrated music, expensive motion capture systems, etc.

If you focus the budget in the development area, you can reach a lot of things with low budgets
Well sure, and again that depends on things like developer experience, system familiarity, wages, etc. This still doesn't explain your comparison or really get to anything qualitative in your vs argument.


There's enough footage of all the games you named out there, probably from newer builds too and none if it shows any major technical step up from current-gen games.
For a true next-gen bump I would have expected to see things like global illumination, tessellation or elaborate physics effects. Not across the board, just small instances where we would see the devs actually putting the alleged hidden power of the Wii U to use, just like they did on 360 in the cases I've named.

And Ancel didn't mention "next-gen" at all, since it's a 2D lighting engine it's more of a new way to introduce lighting and shading to 2D sprites instead of something that really requires hardware power.
Ancel attributed the new lighting engine to both engine optimization and the hardware itself though and then expounded on how surprisingly capable the hardware is, so that's a bit at odds with your notion it's entirely unrelated. He specifically also said they hit a wall with fillrate on PS360 but not with Wii U.

DF actually highlighted ZombiU's use of global illumination as an impressive, if subtle, effect the game had over current gen, specifically pointing to colors from objects reflecting on other objects. And that was in the earliest playable build. I think the argument hinges more of the scale of the inprovement, not there even being an improvement.
 
The Halo 4 comparisons, the whining about Nintendoland

This thread deserves a better caliber of posters and I will give 'em to it

lol, I'm trying but I'm getting passed over in favor of endless bickering and baseless assertions. It's like the only way you can get a dialog going about anything in here is to be as outlandish and/or dismissive as possible. Reminds me why I quit these forums a few months back.
 
Well sure, and again that depends on things like developer experience, system familiarity, wages, etc. This still doesn't explain your comparison or really get to anything qualitative in your vs argument.

What I mean is low budget games not always mean low quality games (including graphics).
 
Is it confirmed to contain no processing whatsoever? It must have some sort of ARM processor to receive the sginal and run the software etc... + it has rumble controller innards and other things. Pretty sure that would make it up to about a $150 value.


It will be interesting to see what Nintendo's replacement policy for the Wii-tablet controller is. CAn you only order them? Get them in shops? What value will they RRP at?

Anyway, I think my napkin maths still stands.


nm

In Japan the Gamepad is ~1/2 the price as the base console bundle. (26,260Y vs 13,440Y) ( http://www.engadget.com/2012/09/13/nintendo-wii-u-price-release-date/ )

Meaning, the Gamepad at a profit (i.e. not its actual cost) is about $150.

Of course, after launch we'll have tear-downs with approx cost of materials.
 
But Nintendo 1st party games will be a huge leap from their current gen, which is the point no?

Haters gonna hate (not saying you). ::shrug::

I think the underlying argument is that if you're going to spend at least $300 on a console that you want to last you through this generation of games, why wouldn't you wait a year and spend around $400 for a reportedly significantly more amount of power? I've read arguments based on rumors that the Wii U is 1.5x as powerful as current gen. I've read that it's below current gen and I've read that it's 2x as powerful. I've also read that the next gen systems from MS and Sony are 4-6x or 8-10x as powerful as current systems. Someone then said that this means that the Wii U is only 20% slower than the next gen systems from MS and Sony.

See all that above? A whole bunch of numerical speculation/rumors with the only solid price point being the Wii U. Add to this, speculation on how strong third party support is going to be. Nintendo is trumpeting it, but only time will tell. There are those that believe it's coming and those who don't, both with reasoning as to why they're right. Truthfully, only time will tell.

For us? I don't see our family sticking with only one system to "rule them all" through the next gen. I see at least two consoles in our future. How soon? Who knows? :)
 
What I mean is low budget games not always mean low quality games (including graphics).
I understand that. What doesn't really work is you trying to repeatedly apply that argument devoid of context. ZombiU isn't being developed in Poland, it's not being made by a team familair with the hardware it's running on and it's not really being made a team that excels in the genre either. So, how is it like The Witcher 2 again?
 
Edit: Man this thread moves fast.

The original Xbox version of Kameo might be a better point for comparision.

http://www.youtube.com/watch?v=vZjOYca7lMM

Even at this incomplete state it shows the 360 version basically reused the same assets (models, textures, environments) for the most part, with the major improvements being to lighting and the resolution bump. Still very much comparable though.

Looking at the same scene, the textures aren't the same on the floor, the textures are a higher resolution, shaders are much improved, lighting is improved, the number of models being displayed on the screen is insane compared to the emptiness we see on the xbox version.

The leap is very very apparent and it's comparable in the way that you can tell it's the same game, but certainly not in graphics when taken as a whole.

It hasn't been specified if the optical drive can read dual layer BD yet, but it can read dual layer DVD (it has to for 100% Wii compatibility). The only thing confirmed is game software uses 25GB discs for now.

It's worth noting that in 2006 Nintendo said they would be releasing a "deluxe" Wii capable of playing DVD movies in the future and they even went so far as to license the proper codecs and software for that. No one knows what really happened there, but it's presumed the success of the system (to the degree they couldn't satisfy demand for a couple years in) probably killed the need to bother in Nintendo's eyes. I'm sure they also don't see much value in disc movie playing for Wii U, especially as (unlike MS/Sony) it's a business they don't draw any real revenue from.

I think if we do ever see a DVD/BRD movie playing variant it'll come from a hardware partner like Panasonic, Sharp or NEC. Of course I also sort of figured we'd see that for Wii and it never materialized.

Yeah, I remember all that with the Wii too and I agree with you that they probably dropped the idea since it was an unnecessary cost when their system was selling so great anyways.

If you compare individual features, those games have already been surpassed.

During my Wii U trip, I also played some PS3 games to get some fair comparisons. I noticed the textures in Uncharted 3 are of lower quality then the ones found in Nintendo Land. The lighting it used was also dated. Very DX9 worthy whereas I would rate the lighting in Nintendoland easily on par with Directx 11 class GPU's.

The only thing Wii U games have yet to make a big leap in is polygons (although Nano Assault comes close to breaking that barrier).

You're making some obvious mistakes with your assessment (more like assumption) here.

I think Microsoft at least knows that it's only a matter of time until Apple releases some kind of set top box that does the same thing to the living room environment. If they do, a lot of people won't want to buy single-purpose set top boxes anymore, and that includes game consoles. Microsoft, and maybe Sony as well, are trying to get there first.

TBH I think both MS and Sony recognize Apple and Google as a threat by now.

PGR3: 600p / 30 fps (18,432,000 pixels/sec)

NSMBU/Nintendo Land: 720p / 60 fps (55,296,000 pixels/sec) + 480p / 60 fps (24,595,200 pixels/sec)

Honest question, is there anything in Nintendo land that's as demanding as PGR3? Everything I've seen of Nintendo land has been more top down and simpler in design.

Also, we're comparing a game that had maybe a couple months with finished hardware, when multi-thread/core and DX9 programming were either non-existent or in it's infancy. Not really the best comparison to make.


GI can be aided by the GPU, but unless you were on the dev team, or read papers/slides published by said team, there's no way you would know just by looking at it.

Textures?

So what is the average texture resolution(s) of a current gen game and what is the texture resolution in Nintendo Land?

Modeling/processing over framerate/IQ. To each their own, but I'll always choose the latter in a racer if given the option. 600p/30fps just didn't scream "next gen" in 2005 imo, especially with a 10x power increase such sacrifices should've been unnecessary. I guess it's more a matter of developer priorities and architecture familiarity, much like with every hardware launch.

That fits for the 360 or ps3, but not for the Wii-U.

My point was PGR3 had to make serious concessions to reach it's level of visual output in other areas (geometry, lighting, post processing). RR6 (720p/60fps) is a good counter example to it, a game with true "next gen" resolution and acceptable genre framerate but generally got bagged on for simpler visuals. We never got the "whole package" at launch really it seemed.

As far as from-the-end-of-last-gen racers though:

Rallisport Challenge 2: 640p / 60 fps (24,595,200 pixels/sec)

CoD2, Kameo, and Condemned should count as the whole package IMO. Each game looked great, played great, and demonstrated a noticeable improvement over last gen tech.

by this same logic you expect developers to get the PS4 and Xbox Loop to perform at their best at launch then?

He does have a point. Multi-core development was new, DX9 was new, both systems were using some bleeding edge tech. However with next gen, even DX11 has been around for a couple years and DX10 is especially well known in it's feature-set by the developers. Developers will be able to hit the ground running a lot better with next gen hardware than they did with the PS360. I think we'll see a nice curve with the PS4/720 since DX11-specific development is just now ramping up, while I have always said we'll see less progression out of the Wii-U due to there being an overall smaller pool of resources to dive into.
 
You can't take apart the GamePad and figure out the R&D costs, I don't care who you are. Nintendo and their hardware partners spent years inventing and perfecting an inexpensive, wireless, lag-free, two-way video system the likes of which we've never seen. That ain't anything to scoff at.
 
The "low cost" barrier is 20~25 million, I don't think Zombi U has cost 5-10 million.

5 was a low ball, sure. But I would honestly be very surprised, and happily eat my hat if Zombi U has a budget that high.

NOTE:I'm talking dev budget, not marketting. Halo 3's marketting was apparently huge. As in 1-2 hundred million
 
I understand that. What doesn't really work is you trying to repeatedly apply that argument devoid of context. ZombiU isn't being developed in Poland, it's not being made by a team familair with the hardware it's running on and it's not really being made a team that excels in the genre either. So, how is it like The Witcher 2 again?

The Witcher 2 is only an example for a low budget game with great visuals. But again, if you don't like it, I can say Kameo, it was not a "big budget" game, was translated to and unfamiliar harware within a year and it looks really great.

5 was a low ball, sure. But I would honestly be very surprised, and happily eat my hat if Zombi U has a budget.

NOTE:I'm talking dev budget, not marketting. Halo 3's marketting was apparently huge. As in 1-2 hundred million

Oh, ok, I guess it is a good estimating.
 
I'll backtrack on the "20-40" because I was using figures that I misremembered. I was erroneously using the Wii U port cost that Ubisoft CEO said and applying it to a conservative guesstimate of Halo 4 (20-40million) based on Halo 3's estimated $40-50 million budget.

However, I do not believe that Zombi U will cost anywhere hear 20-40 million to make. 5-10 maybe and I also think Halo 4 will be on the upper end of the spectrum and may even exceed Halo 3 - who knows.

Either way, you can't really expect a third party launch game on new hardware to match an established franchise making a flagship title that's meant to also be a graphical showpiece for the console.
Good answer, whats the creature on your avatar? Its kind of funny
 
So what is the average texture resolution(s) of a current gen game and what is the texture resolution in Nintendo Land?
Usually 512 x 512 with the upper end reaching 1024 x 1024. The textures in Nintendo Land looked to be double that of current gen so 1024 x 1024 textures.
 
You can't take apart the GamePad and figure out the R&D costs, I don't care who you are. Nintendo and their hardware partners spent years inventing and perfecting an inexpensive, wireless, lag-free, two-way video system the likes of which we've never seen. That ain't anything to scoff at.

But you CAN figure out how much the price of parts are, determine how much each component is, extrapolate assembly and shipping costs and say "Yeah, that's how much it's parts are worth".

If they're only making $10-20 in profit, you know they are just trying to get them out there. If that number starts trending into $30-50 of profit on the controller, that's when things start to look a bit iffy. If they are charging more than double what the parts are worth, you can tell you're just being ripped off... R&D costs or not.
 
By the way, Wii U has a multicore ARM in addition to the PPC. Seems like the system has not only a lot of RAM, but also substantial processing power dedicated to OS level stuff.
 
There are phones over 7inch these days .
Guess i way behind on stuff .




There is nothing in the Wii-tablet that would carry the cost up to $150 or give it such value .
Its not just about it on its own, its about how it will be used along with the Wii U. What $80 tablet also functions the same with the Wii U?
 
I'm pretty sure (could be mistaken ) all they said was 2gb cards
I cant remember to be honest. But upgrading the cards shouldnt be much of a problem, same goes for other memorycards as well. It is different with with discs and dual layers. They would have to come up with a disc that can be read with the same laser and still have bigger capacity, i'm not sure if this will happen.
 
Usually 512 x 512 with the upper end reaching 1024 x 1024. The textures in Nintendo Land looked to be double that of current gen so 1024 x 1024 textures.

Better textures even though we already see texture resolution of that size on current consoles? How does that make sense again?
 
Man, i dont even care about the specs. As soon as we see a glimpse of HD Zelda, Mario and Metroid, everything about it will be forgotten. in a worst case scenario it will look as least good as the few exclusive AAA titles that exist now for current HD consoles such as Gears of war 3 or uncharted. Just thinking about it makes my mouth water.
 
But you CAN figure out how much the price of parts are, determine how much each component is, extrapolate assembly and shipping costs and say "Yeah, that's how much it's parts are worth".

If they're only making $10-20 in profit, you know they are just trying to get them out there. If that number starts trending into $30-50 of profit on the controller, that's when things start to look a bit iffy. If they are charging more than double what the parts are worth, you can tell you're just being ripped off... R&D costs or not.

Say you spent $100 million inventing and perfecting a new kind of television set. You can make them using $100 worth of parts, and you expect to sell a million of them. How much should you sell it for? If you said $101, you just bankrupted your company. You'd need to charge at least $201 to even start to turn a profit. (that's ignoring shipping, marketing, retail, and so on.)
 
Better textures even though we already see texture resolution of that size on current consoles? How does that make sense again?
Because current gen games (or all games for that matter) manage their texture allowance in different ways.

For example, fighting game characters usually have higher res textures than characters set in an open world.
 
They wouldn't need a multicore processor if that were the case. And Starlet already did a fair bit more than what you described.

Handled in i/o of the wii specific hardware... if only there was some sort of new hardware addition that might require a more hefty processor... One capable of encrypting video and audio on seperate threads in real time :)
 
You can't take apart the GamePad and figure out the R&D costs, I don't care who you are. Nintendo and their hardware partners spent years inventing and perfecting an inexpensive, wireless, lag-free, two-way video system the likes of which we've never seen. That ain't anything to scoff at.

hey, you're not making up any nonsense, dude. stick to the nonsense
 
By the way, Wii U has a multicore ARM in addition to the PPC. Seems like the system has not only a lot of RAM, but also substantial processing power dedicated to OS level stuff.

Wow, no idea this was the case. Any link to info on it? Maybe that's what takes over in "Sleep Mode"?

Handled in i/o of the wii specific hardware... if only there was some sort of new hardware addition that might require a more hefty processor... One capable of encrypting video and audio on seperate threads in real time :)

That would be a genius idea!
 
Handled in i/o of the wii specific hardware... if only there was some sort of new hardware addition that might require a more hefty processor... One capable of encrypting video and audio on seperate threads in real time :)
That's not the ARM's job, there's dedicated silicon for that as well.
 
Level off in what way? Games continue to get more expensive and the market hasn't kept up to make lowering prices sustainable (see current gen games struggling to sell "x" amount of copies to be profitable).
We're told generally that as time goes on and development techniques improve that the cost of developing games drops. I'm not saying that's absolutely true but I would imagine the costs of making a Wii game right now is a lot less than it cost to make a comparable GC/Xbox/PS2 game last gen.

Nintendo has specifically stated that one of their reasons (aside from dimishing returns in their opinion) from not matching the HD systems in power this gen was to stave off high development costs. So if that was true six years ago why are they raising prices now? I really don't think that 3DS prices should have gone up either.

Haters gonna hate (not saying you). ::shrug::

I think the underlying argument is that if you're going to spend at least $300 on a console that you want to last you through this generation of games, why wouldn't you wait a year and spend around $400 for a reportedly significantly more amount of power? I've read arguments based on rumors that the Wii U is 1.5x as powerful as current gen. I've read that it's below current gen and I've read that it's 2x as powerful. I've also read that the next gen systems from MS and Sony are 4-6x or 8-10x as powerful as current systems. Someone then said that this means that the Wii U is only 20% slower than the next gen systems from MS and Sony.

See all that above? A whole bunch of numerical speculation/rumors with the only solid price point being the Wii U. Add to this, speculation on how strong third party support is going to be. Nintendo is trumpeting it, but only time will tell. There are those that believe it's coming and those who don't, both with reasoning as to why they're right. Truthfully, only time will tell.

For us? I don't see our family sticking with only one system to "rule them all" through the next gen. I see at least two consoles in our future. How soon? Who knows? :)
I think the safest bet when dealing with modern Nintendo systems is to assume that you'll only be buying it to play Nintendo games, that way you can't be disappointed. 3rd parties may realize someday that it doesn't make business sense to allow Nintendo to be the lone dominant force on their home consoles but it's hard to say at this point that the WiiU is changing that.

It's definitely looking like a better situation than the Wii so far, especially since they're not launching against a more powerful console a year later and along side a console more powerful than both.
 
That's not the ARM's job, there's dedicated silicon for that as well.

Where at? I don't particularly remember any mention of it in an Iwata Asks or anything... and a multicore ARM chip would be a perfect fit for such a task. Fast, power efficient, and there are already customized ARM packages designed just for that purpose (like in some surveillance equipment and other embedded hardware). Best of all, if it's already handling I/O like the Wii did then there wouldn't be yet another "stop" for the information to get to (adding lag) it would go straight from the ARM to the wireless transmitter.
 
Either way, you can't really expect a third party launch game on new hardware to match an established franchise making a flagship title that's meant to also be a graphical showpiece for the console.

I know what you're saying. I do. I also have a very clear idea of the performance window of WiiU. I think ZombiU is a fair representation of a capabilities that devs have on WiiU at this time. Sure they'll be able to dig deeper. And the extra memory will surely help in terms of texture resolution etc... But it's not the leap that some folks in this thread think it is.

WiiU seems to me to have a decent amount of memory. A capable GPU and a CPU that's on the slow side.

I think devs will come up to speed pretty quickly on WiiU. And hit a performance wall.
 
I know what you're saying. I do. I also have a very clear idea of the performance window of WiiU. I think ZombiU is a fair representation of a capabilities that devs have on WiiU at this time. Sure they'll be able to dig deeper. And the extra memory will surely help in terms of texture resolution etc... But it's not the leap that some folks in this thread think it is.

WiiU seems to me to have a decent amount of memory. A capable GPU and a CPU that's on the slow side.

I think devs will come up to speed pretty quickly on WiiU. And hit a performance wall.

You mean as is the case with every console?
 
Because current gen games (or all games for that matter) manage their texture allowance in different ways.

For example, fighting game characters usually have higher res textures than characters set in an open world.

I'm kind of just messing around with you =p, though TBH I admittedly question anything you say due to your prior posts and how.......off they have been. Sorry but when you say you can see GPGPU utilization in a game, that kind of kills any credibility you may have had.

We're told generally that as time goes on and development techniques improve that the cost of developing games drops. I'm not saying that's absolutely true but I would imagine the costs of making a Wii game right now is a lot less than it cost to make a comparable GC/Xbox/PS2 game last gen.

Development costs continue to go up, it's just unlikely they will explode again like they did in the beginning of this gen.
 
On closer inspection of Nintendo Land it looks like a lot of the environment shadows are baked. Ergo, not so impressive. Look forward to seeing the final build.
 
We're told generally that as time goes on and development techniques improve that the cost of developing games drops. I'm not saying that's absolutely true but I would imagine the costs of making a Wii game right now is a lot less than it cost to make a comparable GC/Xbox/PS2 game last gen.

Nintendo has specifically stated that one of their reasons (aside from dimishing returns in their opinion) from not matching the HD systems in power this gen was to stave off high development costs. So if that was true six years ago why are they raising prices now? I really don't think that 3DS prices should have gone up either..
Manpower needed to get better graphics does not drop.

Complexity demands more time which means more money.

Budgets have not dropped over 6 years. PS3/360 games still average 20 million dollars or more to make. Wii U will not have the same budgets as the Wii did.
 
Where at? I don't particularly remember any mention of it in an Iwata Asks or anything... and a multicore ARM chip would be a perfect fit for such a task. Fast, power efficient, and there are already customized ARM packages designed just for that purpose (like in some surveillance equipment and other embedded hardware). Best of all, if it's already handling I/O like the Wii did then there wouldn't be yet another "stop" for the information to get to (adding lag) it would go straight from the ARM to the wireless transmitter.
It was mentioned in a patent and in a Linkedin profile. Pretty sure the silicon for both ends comes from MegaChips. No matter how efficient an ARM core might be at any given task, specialized logic would be even more efficient. Lag is a non issue as well. Who says the data has to go through the ARM?
 
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