Gemüsepizza
Member
You already posted the perfect answer to your post:
Yep.
Really, that is all you have to say?
You already posted the perfect answer to your post:
Yep.
On a technical level they were massively better. "Looks better" isn't measurable but I'm sure that when it is, that same device will be able to measure "Cooler" and "Funner".You might be able to talk me up from looking alike to looking a bit better, but I'm never agreeing with massively better....
How did you come to that conclusion?
Many things are theoretically possible. However you mentioned that there are great looking games on low budgets, and I'm just saying that while that may be true none that I know of look as good as Halo 4, which is the crux of this particular argument.
What's that in English?![]()
Fixed that for you.Selling for a profit is quite possibly the oldest policy Business has.
There's nothing "new" about it.
Gemüsepizza;43488073 said:Really, that is all you have to say?
Yep. Because that's really all there is to it. Wii U isn't an Xbox 360. It's not even an overclocked Xbox 360. It's new hardware with new capabilities that enables new approaches. And even if it were just an Xbox 360 with a Nintendo logo, there'd still be massive room for improvement. Just look at what capable devs do on the fucking 1982 C64 these days. That shit is lightyears beyond anything anyone considered possible 10 years ago, let alone 20 years ago - and the system came out 30 years ago.Gemüsepizza;43488073 said:Really, that is all you have to say?
Are you seriously suggesting something optimized for current gen consoles is optimized for the Wii U?Gemüsepizza;43488073 said:Really, that is all you have to say?
I do have to question your hypothesis here, from an admitted position of ignorance.
You say that developers had to "get used" to a new shaderset and multi core CPU's in 2005, while saying that the Wii U will not benefit from that same learning process because engine technology has since accounted for all that...
But, we know that there were PC games running on DX9 (or in the case of Doom 3, the OpenGL equivalent) more than two years before the 360 was released, and there were engines built to support multicore CPU's at least a year before the 360's release (CryEngine 1).
If your argument is that developers in the console space had to jump into all of that, would they not also need to learn to utilize a GPU-centric box that utilizes GPGPU and a more advanced feature set? And those engines would have to be optimized for the Wii U's design, no?
Yep. Because that's really all there is to it. Wii U isn't an Xbox 360. It's not even an overclocked Xbox 360. It's new hardware with new capabilities that enables new approaches. And even if it were just an Xbox 360 with a Nintendo logo, there'd still be massive room for improvement. Just look at what capable devs do on the fucking 1982 C64 these days. That shit is lightyears beyond anything anyone considered possible 10 years ago, let alone 20 years ago - and the system came out 30 years ago.
Are you seriously suggesting something optimized for current gen consoles is optimized for the Wii U?
Of course there's a big space for improvement; as for that kind of improvement (PDZ till Halo 4) you've gotta have in mind that PDZ was as rushed as it gets and a lot of the tools and artistic knowhow wasn't there.
Gemüsepizza;43488073 said:Really, that is all you have to say?
What else is there to say. You clearly do not have the same authority on the subject as Wsippel. What else would you have him say?
When Xbox360 came out, devs had been making high def PC assets for years prior. According to your logic, there was nothing new to learn with 360 because the same procedures had existed before on different hardware (pc).
The fact that WiiU may or may not be much more powerful than 360, has nothing to do with it being new hardware, with its own quirks and completely custom architecture.
By your logic, again, PSVita will not see improvements over its launch line-up.
Yeah, and the point is that even on a platform that simple, a platform every developer thought he had completely figured out 30 years ago, massive improvements were still possible. So I guess you should care after all.Gemüsepizza;43490480 said:Then please name me those Wii U features which aren't supported by current engines. And regarding your silly C64 comment - I honestly don't care what devs can achieve in 2042 on the Wii U. There is always room for improvement, but development for a modern console is "a little bit" more complicated than development for a C64. And companies don't have the same motives as some hobbyists. Game development costs time and money, and I have explained why I don't think we will see much effort from devs in the next years.
Gemüsepizza;43491677 said:The Wii U has a PPC cpu and an AMD GPU. This hardware is not exotic and not revolutionary. It wasn't meant to be. Of course there is always room for optimization - but how much? And how much does this cost?
Gemüsepizza;43490480 said:But that's not the case with the Wii U. The tools are there. The artistic knowhow is there. So what leads you (or wsippel) to believe we will see a bigger jump then from PDZ to Halo 4?
Gemüsepizza;43491677 said:How many devs did that?
Gemüsepizza;43491677 said:The Wii U has a PPC cpu and an AMD GPU. This hardware is not exotic and not revolutionary. It wasn't meant to be. Of course there is always room for optimization - but how much? And how much does this cost?
Gemüsepizza;43490480 said:All current engines should support most features of the Wii U. The Wii is using an out-of-order PPC cpu and an AMD GPU. This is neither exotic nor revolutionary hardware.
Gemüsepizza;43491677 said:How many devs did that?
It's not about something trivial like the DSP - gemüsepizza somehow believes that pipelines and engines are static all of a sudden. And that's bullshit. Everything is constantly in flux. And that didn't suddenly stop a month ago. Current Wii U engines are ports of current PS360 engines - obviously. And the pipelines didn't suddenly change either. But they didn't suddenly change when the Xbox360 came out, and they won't suddenly change when the 720 comes out. They improve all the time, because Autodesk and Pixologic and Adobe and Luxology want to sell new software. There's no direct relation to hardware, and if there was, it would actually work in Nintendo's favor, as significantly less powerful, less feature rich platforms become more and more important to middleware developers.You might want to re-read the post you replied to.
By the way, all the tools aren't there, as one example engines being ported from 360/PS3 won't support WiiU's DSP or IO controller.
It's not about something trivial like the DSP - gemüsepizza somehow believes that pipelines and engines are static all of a sudden. And that's bullshit. Everything is constantly in flux. And that didn't suddenly stop a month ago. Current Wii U engines are ports of current PS360 engines - obviously. And the pipelines didn't suddenly change either. But they didn't suddenly change when the Xbox360 came out, and they won't suddenly change when the 720 comes out. They improve all the time, because Autodesk and Pixologic and Adobe and Luxology want to sell new software. There's no direct relation to hardware, and if there was, it would actually work in Nintendo's favor, as significantly less powerful, less feature rich platforms become more and more important to middleware developers.
Using them on the PC whilst supporting two manufacturers and lots of GPU's lacking those features (and varying levels of performance) is different than using them on a console.Gemüsepizza;43490480 said:2. All current engines should support most features of the Wii U. The Wii is using an out-of-order PPC cpu and an AMD GPU. This is neither exotic nor revolutionary hardware. And guess what: Nintendo did choose these components with current software tech in mind, to make development easy.
It's not so much about them being supported as it is them being the driving force of the engine/tech. (sure you can support anything on top of the engine hood you have, but it's not that simple)Gemüsepizza;43490480 said:Then please name me those Wii U features which aren't supported by current engines. And regarding your silly C64 comment - I honestly don't care what devs can achieve in 2042 on the Wii U. There is always room for improvement, but development for a modern console is "a little bit" more complicated than development for a C64. And companies don't have the same motives as some hobbyists. Game development costs time and money, and I have explained why I don't think we will see much effort from devs in the next years.
I bet the Wii U version isn't using tesselation; and do I really have to put into words how different it is using it on PC games and using it on a closed architecture?Gemüsepizza;43490480 said:All modern, current engines should support most of Wii U's features. UE3 for example supports tessellation. There are UE3 games for the Wii U. One of them, Batman: Arkham City, even has several tessellation effects in the PC version. Why are there none in the Wii U version? Is this a taste of how much devs will care about Wii U optimization?
I didn't say you should expect such degree of difference quite the oposite and explained why actually, but from what I've read you were implying the Wii U to be on the same development paradigm as the x360.Gemüsepizza;43490480 said:But that's not the case with the Wii U. The tools are there. The artistic knowhow is there. So what leads you (or wsippel) to believe we will see a bigger jump then from PDZ to Halo 4?
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.
360 used an entirely new GPU architecture compared to anything in any consumer product before it (unified shaders), and used eDRAM, and a tri-core CPU with 6 threads when games were developed primarily for single-threaded execution. I think to claim that the architectural novelty developers have to deal with on Wii U is equivalent to that is incredibly far-fetched.What makes you think 360 had any kind of revolutionary and exotic architecture? Yet we went from PDZ to Halo 4. Now, WiiU has launch games taking a crap on 360 exclusive launch games (ACIII, ME2...), why would a similar jump be out of the question?
Because hardware wasn't what prevented those titles ftom being there at the 360 launch. The WiiU has them not because it's beastly hardware but because they now exist. As I said, Arkham City looks incredible and I see no possibility that later gen WiiU games will show a PDZ to Halo 4 leap over titles like that.What makes you think 360 had any kind of revolutionary and exotic architecture? Yet we went from PDZ to Halo 4. Now, WiiU has launch games taking a crap on 360 exclusive launch games (ACIII, ME2...), why would a similar jump be out of the question?
Anyone expecting a PDZ to Halo 4 leap out of the WiiU are setting themselves up for disappointment. You aren't getting that far beyond current hardware and titles like Arkham City with system.
Anyone expecting a PDZ to Halo 4 leap out of the WiiU are setting themselves up for disappointment. You aren't getting that far beyond current hardware and titles like Arkham City with system.
Originally Posted by ozfunghi:
Because hardware wasn't what prevented those titles ftom being there at the 360 launch. The WiiU has them not because it's beastly hardware but because they now exist. As I said, Arkham City looks incredible and I see no possibility that later gen WiiU games will show a PDZ to Halo 4 leap over titles like that.
360 used an entirely new GPU architecture compared to anything in any consumer product before it (unified shaders), and used eDRAM, and a tri-core CPU with 6 threads when games were developed primarily for single-threaded execution. I think to claim that the architectural novelty developers have to deal with on Wii U is equivalent to that is incredibly far-fetched.
To be fair, are you even getting that far with these launch titles? It might be more powerful, but only in an Xbox > PS2 kind of way. The games will eventually look better than PS3/360, but anybody expecting a clear leap between what is possible now and what the Wii U can do, are probably deluding themselves. A few nicer textures here and maybe a couple of extra frames there, but the true progression in IQ, performance, animation and AI will come with the PS4/Durango - not the Wii U.
That being said, potential Zelda, Mario and Metroid HD sequels are easily worth the price of entry for me.
At this point I'm not even expecting an Xbox > PS2 scenario. The Xbox showed superiority out of the gate even when most titles were being developed for PS2 and ported over. I would be more than happy to see the WiiU turn out to be a powerhouse as I love the Prime and Zelda series, but so far I've seen nothing from it to think that's the case. That's not to say I won't love me some HD Nintendo games, but this is a spec thread and games aren't hardware.
At this point I'm not even expecting an Xbox > PS2 scenario. The Xbox showed superiority out of the gate even when most titles were being developed for PS2 and ported over. I would be more than happy to see the WiiU turn out to be a powerhouse as I love the Prime and Zelda series, but so far I've seen nothing from it to think that's the case. That's not to say I won't love me some HD Nintendo games, but this is a spec thread and games aren't hardware.
Let's see..Gemüsepizza;43487227 said:Sorry but this is rubbish.
SMP has been common on the PC since the P3 days. The mass-market Celeron Mendocino was launched in 1998, and did dual-core SMP perfectly well. My first SMP setup was a Coppermine in 2000 and ran the pervasively-multithreaded BeOS5 like a charm. Cell-style asymmetric multi-processor architectures were less common, but one could argue Cell's SPUs were largely a continuation of the idea of the VPU units in the PS2. Anecdotally (from talks with peers) PS2 devs felt right at home on the PS3, while PC devs had a very steep PS3 learning curve. Conversely, the latter felt right at home on the 360, abnormally low IPC non-withstanding.Xbox 360 and PS3 have been completely new hardware, and it took devs a long time to learn how to deal with multicore cpus..
Shader support per se (read: glorified texture combiners)? Since NV20/R200 in 2001. Shader support by today's standards (i.e. Shader Model 2+)? Since NV30/R300 in 2002-2003...gpus with shader support..
While I do agree with you that software advancements played a more important role in the state-of-the-art on consoles, you place the emphasis on the wrong horse. It's not SMP and shaders per se that developers had to get acquainted with, it's new graphics algorithms which simply did not exist back in pre-2005 which made games like Halo4 possible on the exact same hw circa 2005. Theory advancements in the field, while backed up by hw advancements, are not solely a function of the latter. Mankind's advancements in theoretical mathematics have been done on largely the same hw since the beginning of time - the human brain...and to develop new engines and to adapt to a new workflow. That's why there is a big graphical difference between PDZ and Halo 4.
This is where your argument fumbles - algorithmic advancements will be pertinent to the lifespan of the WiiU, just as much as they have been to each and every embedded piece of hw with a sufficiently-long lifespan. There are no ifs, buts and maybes here.But all this is not necessary when developing for the Wii U.
Did you talk to a WiiU dev about this?There is no hardware in the Wii U which devs have no experience with.
Well, I'd say your arguments don't back up your conclusion, but that's normal since you did go on the wrong foot from the get go.And current software tech is very advanced and goes far beyond what the Wii U is capable of, we have engines that support multiple cores and the newest directx and opengl versions. And yet you are talking about "massive room for improvements"? And that we will see "at least PDZ to Halo 4" improvements? That's absurd.
It is approximately how it works. If I got a PC that shows approx 3x increase in various practical CPU and GPU benchmarks, that would be exactly how it would work. I'd get such resolution and framerate bump in practically all modern games without any development work involved. It's of course possible that Nintendo somehow massively bungled their development software, so the power that's there is going to waste, but I doubt that's the case.That's not how it works which is why vague multipliers are useless.
It is approximately how it works. If I got a PC that shows approx 3x increase in various practical CPU and GPU benchmarks, that would be exactly how it would work. I'd get such resolution and framerate bump in practically all modern games without any development work involved. It's of course possible that Nintendo somehow massively bungled their development software, so the power that's there is going to waste, but I doubt that's the case.
On a positive side, I think it's very impressive how much they've got out of such small packaging and power use. Even after all these revisions, I'm pretty sure latest PS3 and X360 still draw a lot more power than Wii U does, and they are somewhat less powerful than it as well.
Yeah, but the question is by how much. There's been a wave of groundbreaking discoveries for various types of optimizations and approximations over the past few years, but I doubt it can continue for many more years with that rate while being applicable to the low power hardware. There's already some new things that just don't work well, or at all, unless on very fast or SM5 capable hardware, so it's possible, and likely, that the grunt of research and advancements will move to target primarily higher end hardware now. To illustrate this, there's still impressive audiovisual demos being made for C64, by some of the smartest people who are most knowledgeable about its architecture, and while they do things no one ever thought possible back in the 80s or 90s, they still look unmistakably like C64 demos made cca. 10 years ago. What's possible to do with the machine has slowed down after the wave of discoveries.This is where your argument fumbles - algorithmic advancements will be pertinent to the lifespan of the WiiU, just as much as they have been to each and every embedded piece of hw with a sufficiently-long lifespan. There are no ifs, buts and maybes here.
I wasn't aware of this. I thought the base hardware is exact same, just shrunk down.But the 360 slim is actually a more powerful console than the OG 360.
So does that mean its as powerful as the WiiU?
Let's see..
SMP has been common on the PC since the P3 days. The mass-market Celeron Mendocino was launched in 1998, and did dual-core SMP perfectly well. My first SMP setup was a Coppermine in 2000 and ran the pervasively-multithreaded BeOS5 like a charm. Cell-style asymmetric multi-processor architectures were less common, but one could argue Cell's SPUs were largely a continuation of the idea of the VPU units in the PS2. Anecdotally (from talks with peers) PS2 devs felt right at home on the PS3, while PC devs had a very steep PS3 learning curve. Conversely, the latter felt right at home on the 360, abnormally low IPC non-withstanding.
Shader support per se (read: glorified texture combiners)? Since NV20/R200 in 2001. Shader support by today's standards (i.e. Shader Model 2+)? Since NV30/R300 in 2002-2003.
While I do agree with you that software advancements played a more important role in the state-of-the-art on consoles, you place the emphasis on the wrong horse. It's not SMP and shaders per se that developers had to get acquainted with, it's new graphics algorithms which simply did not exist back in pre-2005 which made games like Halo4 possible on the exact same hw circa 2005. Theory advancements in the field, while backed up by hw advancements, are not solely a function of the latter. Mankind's advancements in theoretical mathematics have been done on largely the same hw since the beginning of time - the human brain.
This is where your argument fumbles - algorithmic advancements will be pertinent to the lifespan of the WiiU, just as much as they have been to each and every embedded piece of hw with a sufficiently-long lifespan. There are no ifs, buts and maybes here.
Did you talk to a WiiU dev about this?
Well, I'd say your arguments don't back up your conclusion, but that's normal since you did go on the wrong foot from the get go.
Gemüsepizza;43504669 said:Wii U will profit by some of the advancements made in graphics development, but in the end it's dependent on how much developers will care. I have already pointed this out in this post, yet everybody seems to ignore it. I mean, it's not like every Xbox 360 title from now on will look like Halo 4. Please tell me, how realistic is it, that we will see devs putting their best graphic experts and big money on Wii U development to optimize their engines by the same amount they did for Xbox 360 and PS3.
Gemüsepizza;43504763 said:Right, because Nintendo is known for investing millions in graphics optimization.
With Retro I expect 60fps, clean visuals and my jaw on the floor.And hardware is not all about graphics
I know what you're saying but given the Wii U has more grunt, more RAM and a usable GPGPU then I do expect to see better results than the HD twins. Whether those results will look better to most people I can't really say. For example, making more shadows dynamic instead of the baked stuff we get now may or may not be noticeable to most.
I think 1080 is irrelevant given the massive number of 720 TV's still around.
Global Illumination approximation may be something that's present in custom Wii U games down the track and that may provide obvious visual differences.
We need to wait for Retro basically.
Gemüsepizza;43504763 said:Right, because Nintendo is known for investing millions in graphics optimization. I am sure they have good graphic experts. But that does not mean that they have a budget which will allow them to go crazy. Devs spent a ton of time and money to get Xbox 360 and PS3 games to where they are now. I am not sure Nintendo is willing to invest the same amount.
The people defending the supposed power of the Wii U are the same people who defended the Wii.
The same things are being said.
Gemüsepizza;43491677 said:Maybe he should try using arguments?
The Wii U has a PPC cpu and an AMD GPU. This hardware is not exotic and not revolutionary. It wasn't meant to be. Of course there is always room for optimization - but how much? And how much does this cost?
It is approximately how it works. If I got a PC that shows approx 3x increase in various practical CPU and GPU benchmarks, that would be exactly how it would work. I'd get such resolution and framerate bump in practically all modern games without any development work involved. It's of course possible that Nintendo somehow massively bungled their development software, so the power that's there is going to waste, but I doubt that's the case.
On a positive side, I think it's very impressive how much they've got out of such small packaging and power use. Even after all these revisions, I'm pretty sure latest PS3 and X360 still draw a lot more power than 45W that Wii U does, and they are somewhat less powerful than it as well.
Gemüsepizza;43504763 said:Right, because Nintendo is known for investing millions in graphics optimization. I am sure they have good graphic experts. But that does not mean that they have a budget which will allow them to go crazy. Devs spent a ton of time and money to get Xbox 360 and PS3 games to where they are now. I am not sure Nintendo is willing to invest the same or a bigger amount. We haven't seen anything yet that suggests they will.
lhere, a games dev on here, has already commented something to the effect of with the Wii U they are forced to learn new ways to build games with the modern GPGPU. There are also other quotes on the net which say something similar.
End of.
I don't see what would be so challenging for third party devs. They are already used to multcore CPUs and shader based GPUs.
Why did we have all the moaning from dev's that the Wii U was weaker than the PS360 because it had such a slow CPU then?
Why not ?Why did we have all the moaning from dev's that the Wii U was weaker than the PS360 because it had such a slow CPU then?
Prob cause it has a weak CPU, but I'm just guessing here.