In any case it looks like the Grinder was switched from FPS to a top down action shooter.... more of an XBLA or PSN class of title.
That was only for the PS360 versions, the Wii version remained as an FPS.
In any case it looks like the Grinder was switched from FPS to a top down action shooter.... more of an XBLA or PSN class of title.
Are people seriously hyping HVS games again?
And no, Nintendo doesn't have to publish their games.
Sorry mate, missed the bold. Yeah, well that's how it sounds. if the ps3 has to be developed alongside for its CPU environment, WiiU is being deved alongside for its GPGPU environment, so why mention weak CPU comparison?
Wouldn't their 'creative solution' just be to use GPGPU processing, DSP and I/O chips ??
Has to be taken like a grain of salt.Well, that's pretty on the record official. Not even like the Cell where you can shift things to different cores! He makes it sound like a piece of shit basically!!
I....I don't even know what those are.....How old are you? How young am I? Have I missed so much to life? What is the meaning of life? Am I an ignorant gamer.Hi, everyone Im yet another newbie. Ive been lurking since E3 last year and read every post in the WUSTs (I need to get a life).
My introduction to gaming was on a Sinclair ZX81 (that gives away my age), followed by the Sinclair Spectrum, Atari ST and then PC. The only console I have ever owned is the Wii, which I bought solely due to motion control. Since the Wii is my only console I naturally wanted all multiplat games to come to it, and the same goes for the Wii U, which I will be buying day 1. This gen I have bought about 30 games for the Wii, and about 70% are 3rd party games, so Im guessing that probably makes me a bit of a oddity.
I was looking forward to this years E3 but ended up spending all E3 week in hospital following a heart attack - and that was before I had seen the Wii Us re-reveal. Like so many people I was disappointed with Nintendos conference, adding the lack of games like COD to the already known no-shows such as RE6, and Tombraider did not bode well for the Wii U. But gradually my mood has changed, and despite the notable absentees, there will be a good and wide choice of games. AC3, Darksiders, Batman, ZombiU, Pikmin, Nintendoland, Aliens CM, Lego City, ME3 and Rabbids. will probably all end up in my collection, and that is 10 games just from the ones already announced for the launch period.
Now I have a question, if youll bear with me a bit. Reading between the lines on Iwatas reply to question 9 of the recent Q&A, I dont think Nintendo want to include a Wii remote and nunchuk. However, I do think they intend to include a game with the Wii U. Now, Nintendo surely cannot presume every Wii U purchaser owns a Wii, so if Nintendoland is the game to be included in the package, then I think they have to include a Wii remote, otherwise a large part of the game is unplayable. So I think no remote = no Nintendoland. My question is: do you think Nintendo may have an as yet unannounced system selling concept mega-game playable on the pad only which they intend to include in the Wii U package, saving its announcement for the actual launch blowout?
This^ Conduit was an overhyped game that released during a slow summer of 2009 and had Matt Cassamisina licking HVS's balls especially with the 8.6/10 score lol.I will never, ever trust another HVS product again. Not a chance.
Pshh, playing it safe and non-suicidalFor the consumers and for themselves. Nintendo doesn't want to take a loss on hardware. I can appreciate them wanting to "play it safe" as far as their business model goes. It's refreshingly non-suicidal!
A fighter taxing the cpu is a tad unusual. Unless they do sw-based skinning or some kind of RTT post-processing. Regardless, chances are their sound middleware most likely has room for dsp-ization, so that could be something they might be currently catching up on.
That's way preferable than your name giving away your age ; )Hi, everyone I’m yet another newbie. I’ve been lurking since E3 last year and read every post in the WUSTs (I need to get a life).
My introduction to gaming was on a Sinclair ZX81 (that gives away my age), followed by the Sinclair Spectrum, Atari ST and then PC.
Has to be taken like a grain of salt.
Cell and Xenon are not good cpu's by desktop/laptop measures and yet this generation was optimized around them; this console can flunk a little at running code "as is" meant for them but be way more efficient running code meant for it, it's too soon to tell, I suspect ports aren't gonna make it justice though, since it's unlikely that whetstone performance is gonna be on par with PS3/X360; dhrystone's performance on the other hand...
It's certainly no powerhouse, but I find it hard not to tump over them in it's own game.
Sources said graphical quality "won't be a problem" on Nintendo's new console, but a drop in CPU horsepower compared to 360 and PS3 could see Wii U lag behind in areas such as complicated physics and AI.
"We're still working on dev machines but there have definitely been some issues [in porting PS3/360 games]," our source said. "It's not actually a problem getting things up and running because the architecture is pretty conventional, but there are constraints with stuff like physics and AI processing because the hardware isn't quite as capable."
The same source concluded, bluntly: "I suppose you don't need sophisticated physics to make a Mario game."
For the consumers and for themselves. Nintendo doesn't want to take a loss on hardware. I can appreciate them wanting to "play it safe" as far as their business model goes. It's refreshingly non-suicidal!
I think the one thing to keep in mind is that the Wii U CPU is based on something new/custom and just because it's clocked a little lower than 5-6 year old CPU's doesn't mean it's less efficient.
This argument can go back to the GPGPU discussion.......taking grunt off the CPU. We also know that physics/AI will work really good on the Wii U after seeing the newest Havok engine and effects being adopted for the system.
The leaked early dev kit document hinted that the system will have up to 1.5GB of system RAM, but Ideaman has recently stated that some companies were told by Nintendo that the retail version will have 2GBs.
I think the one thing to keep in mind is that the Wii U CPU is based on something new/custom and just because it's clocked a little lower than 5-6 year old CPU's doesn't mean it's less efficient.
This argument can go back to the GPGPU discussion.......taking grunt off the CPU. We also know that physics/AI will work really good on the Wii U after seeing the newest Havok engine and effects being adopted for the system.
I....I don't even know what those are.....How old are you? How young am I? Have I missed so much to life? What is the meaning of life? Am I an ignorant gamer.
The Sinclair ZX81 was a computer designed by Sir Clive Sinclair and released in 1981. It produced a black and white display only, and did not output sound at all. Programs were loaded from cassettes (and people complain about current hardware!). He produced the Sinclair Spectrum in 1982, which did have colour and sound. The Atari ST computer was released in 1985. I am 53, so I would bet I have a few years more gaming experience than most people on here!
As to your other questions:
No idea, but probably a bit younger than me. Yes, undoubtedly. 42.
Source: http://www.theinquirer.net/inquirer/news/1037948/arm-fan-hyperthreadingARM states that it is considerably better to double your silicon area and stick two cores on, than it is to go for a more complex single core with SMT support, their reasoning being that a well-designed multi-core system, while bigger, will actually use less power. They claim up to 46% savings in energy over an SMT solution with four threads.
Also, moving an application to two threads on a single SMT-enabled core will increase cache-thrashing by 42%, whereas it will decrease by 37% when moving to two cores.
Now I have a question, if youll bear with me a bit. Reading between the lines on Iwatas reply to question 9 of the recent Q&A, I dont think Nintendo want to include a Wii remote and nunchuk. However, I do think they intend to include a game with the Wii U. Now, Nintendo surely cannot presume every Wii U purchaser owns a Wii, so if Nintendoland is the game to be included in the package, then I think they have to include a Wii remote, otherwise a large part of the game is unplayable. So I think no remote = no Nintendoland. My question is: do you think Nintendo may have an as yet unannounced system selling concept mega-game playable on the pad only which they intend to include in the Wii U package, saving its announcement for the actual launch blowout?
Hahahah. No.That is not true, these are from 2005. Tri-core design and cell were beyond most desktop CPU for gaming. Even today going by the report even the wiiu cpu cannot match these designs.
For the masses sure (actually just before X360 was out), but you've had dual core designs out there for years by then; just kinda expensive.At that time desktop dual core cpu just started coming out.
Probably (I shivered when reading "in a close system" btw, though you were gonna double somethings performance again ). Probably the only reason we're considering this CPU weak is because it doesn't behave like this generation's crappy cpu's.In a close system you are only has good as your weakest link. With the future console from sony and MS it only going to get worst on this cpu issue. We had many dev state the cpu is and will be a problem. The funny thing we have been so focus on the gpu side that we almost ignore the cpu.
I'm betting $300 with or without software included. Don't forget it's more powerful to 2012 than what the wii was to 2006; and of course, the controller.The one good thing out of this is the wiiu should be very very low cost hardware. I see then hitting that $250 price point or less without a game.
"As far as graphical processing and such, it's not much of an issue. But as far as the CPU goes, the clock is kinda low.
"I guess they're trying to keep power consumption down so we have to come up with creative ways to get around that and that's taking a little bit of time."
When asked whether it was lower than that of the Xbox 360 or PS3, he replied: "Maybe a little bit.
"For example on PS3 it was kind of difficult at first, but if you made good use of the different cores, you could split up the processing tasks and you could achieve very good effects. But this is kind of a different issue than that."
Abstract analysis.
PS3/X360:
3.2 GHz
POWER5 architecture (efficiency 2 DMIPS/MHz)
In-Order-Execution
2-way SMT
~32-Stage pipeline
1 MB L2 cache
Wii U:
x.x GHz (no freaking idea)
POWER7 architecture (efficiency 2.15 DMIPS/MHz?)
Out-of-Order-Execution (pretty much confirmed?)
No SMT (?)
~17-Stage pipeline (?)
3 MB L2 cache
Now, this generation had to do lot's of SMT (multithreading) because they couldn't do out-of-order execution so they had to branch out to other cores. This CPU, if out-of-order but without multithreading is another kind of beast altogether; flunking in SMT optimized code will be quite normal.
As for reasons to leave it out:
Source: http://www.theinquirer.net/inquirer/news/1037948/arm-fan-hyperthreading
Out-of-Order means more consumption than in-order execution, as does SMT as opposed to no SMT. Now, power consumption was certainly an issue with current gen, as they went with 2-way, not 4-way and they chose to leave in-order out. So it's all a matter of balancing, I suspect Nintendo's balancing to be very different from Sony/Microsoft because of how they effectively hampered general purpose performance on their cpu's with PS3/X360
Picking from the rumors we had with the wii u they're making exact oposite choices, some of them are clearly motivated by power issues (and heat) as SMT can have a 15 to 30% gain on performance; others seem to be valuing more what a regular cpu should be able to do (out-of-order being instrumental in that). On a side note: Current gen cpu's are a pain in the arse like the aforementioned cache trashing issue mentioned in the quote above, their in-order-execution nature means that there isn't dynamic branch prediction or cache miss prediction (that reaches 5% on PS3/X360) that crashes the whole pipeline and takes cycles to clean out.
In short, this gen hasn't been optimized with good cpu's in mind, it has been optimized for cpu's with crap general purpose performance, in-order-execution, lots of fillrate/FPU performance and written in a multithreaded yet not cpu branch-intensive way while being plagued by inconsistent performance (cache miss and other issues).
Dropping code in there meant for that kind of architecture will not run miraculously better; in fact the lack of SMT (if true) can certainly hurt it. Doesn't mean it's less powerful just yet though.
My question is: do you think Nintendo may have an as yet unannounced system selling concept mega-game playable on the pad only which they intend to include in the Wii U package, saving its announcement for the actual launch blowout?
About the case size and keeping things cool though; what about this PS3 super slim? WiiU looks pretty phat to me, and they can only manage clock speeds 'maybe slightly lower' than 360? What?
Not exactly much detail in the interview, but if the GPGPU is meant to off-load the weak CPU, and the game is being developed alongside, ie, not a port, why mention they are having to come up with creative solutions to a weak CPU... Just doesn't add up.
I think the one thing to keep in mind is that the Wii U CPU is based on something new/custom and just because it's clocked a little lower than 5-6 year old CPU's doesn't mean it's less efficient.
Iwata said:While existing platforms have engines that development teams have tuned and optimized for six to seven years after their respective launches, the Wii U is a new platform that has slightly different architecture and, since development teams have only just begun development on software for it, they are only at the halfway point to utilizing its full potential, Iwata said.
Haha, you got the digits mixed up. I'm 24 years old as of last month welcome to the boards oh Wise Sage of NintendoI....I don't even know what those are.....How old are you? How young am I? Have I missed so much to life? What is the meaning of life? Am I an ignorant gamer.
The Sinclair ZX81 was a computer designed by Sir Clive Sinclair and released in 1981. It produced a black and white display only, and did not output sound at all. Programs were loaded from cassettes (and people complain about current hardware!). He produced the Sinclair Spectrum in 1982, which did have colour and sound. The Atari ST computer was released in 1985. I am 53, so I would bet I have a few years more gaming experience than most people on here!
As to your other questions:
No idea, but probably a bit younger than me. Yes, undoubtedly. 42.
Tekken, as well as most console games, are designed around the 360/PS3's hardware strengths and weaknesses. Wii U is designed a bit differently, as the CPU is OOE, clocked a little lower, maybe less threads but more "lean", a lot better at general-purpose tasks, but not as good with FLOPS. It will take a bit for devs to adjust their engines to that, but not relying as much on the CPU on much for FLOPs and physics will likely be a characteristic for the other next-gen consoles as well.The OoE efficient CPU posts are interesting and encouraging, but my question still remains: why did the Tekken producer feel the need to mention an issue with CPU performance? Why not just not mention it, and apply the supposed efficient tech architecture of the WiiU?
Yeah, for sure. Hopefully Warner Bros. and EA don't say, "What? Batman and Mass Effect didn't sell 20 million? Eff the Wii U!"
Now, if ZombiU is a critical success, they would be realistic in wanting decent numbers. I'll be putting my money down.
There's no way to spin this, it's terrible. There's also no more "why are we trusting anonymous devs?!?" excuse, the Tekken guy just outright publicly said it. Lower clocked than 2005 hardware (not "5-6" years old, but 7). Saying it might be more efficient doesn't make sense based on what he said, that they have to use creative solutions just to get it up to par. If it was more efficient and had some custom magic in it he wouldn't have said that. This is the Wii all over again.
Now I have a question, if youll bear with me a bit. Reading between the lines on Iwatas reply to question 9 of the recent Q&A, I dont think Nintendo want to include a Wii remote and nunchuk. However, I do think they intend to include a game with the Wii U. Now, Nintendo surely cannot presume every Wii U purchaser owns a Wii, so if Nintendoland is the game to be included in the package, then I think they have to include a Wii remote, otherwise a large part of the game is unplayable. So I think no remote = no Nintendoland. My question is: do you think Nintendo may have an as yet unannounced system selling concept mega-game playable on the pad only which they intend to include in the Wii U package, saving its announcement for the actual launch blowout?
Mass Effect 3, Ninja Gaiden and Batman are the only old ports. Ninja Gaiden 3 and Batman being modified versions.For my thinking ZombiU, Rayman Legends, Assassins Creed 3 and Aliens Colonial Marines are key to the U getting continued third party support. They're the only four third party titles that aren't old ports as far as I remember. Good sales for those titles will show publishers that they can't get away with releasing half-arsed crap on the console like they did with the Wii.
I can definitely see ZombiU not only selling over 1m but also being a system seller, same goes for Lego City and Aliens Colonial Marines too.
It has been theorized that the Wii U CPU may be close in artitecture to the 476FP. They can not be clocked as high as xenon and does not support SMT, but they are OOE and are so lean that SMT wouldn't be that effective.No, no he's right. While a low clock speed is bad, architecture that handles data more efficiently, is always better than terrible architecture that's fast. A good example is the Intel i5 2500k compared to the AMD FX6100. AMD makes fast CPU's but the architecture in the Intel i5 2500k is just so much better that you could lower it's clock to 2.4GHz and it would still be better.
There's no way to spin this, it's terrible. There's also no more "why are we trusting anonymous devs?!?" excuse, the Tekken guy just outright publicly said it. Lower clocked than 2005 hardware (not "5-6" years old, but 7). Saying it might be more efficient doesn't make sense based on what he said, that they have to use creative solutions just to get it up to par. If it was more efficient and had some custom magic in it he wouldn't have said that. This is the Wii all over again.
I wonder if Nintendo joining with Namco-Bandai for the next Smash Bros games has anything to do with selling figurines and exploiting the NFC capabilities of the Wii U?
Even if its just collecting trophies or something small like that. It would be beneficial to consolidate efforts (development of game + potential toy line) together
Skylander's toy thing was huge.
No, no he's right. While a low clock speed is bad, architecture that handles data more efficiently, is always better than terrible architecture that's fast. A good example is the Intel i5 2500k compared to the AMD FX6100. AMD makes fast CPU's but the architecture in the Intel i5 2500k is just so much better that you could lower it's clock to 2.4GHz and it would still be better.
Exactly what I thought.In my eyes, the "creative solutions" comment is more damning than the information that the clock is low. It also sounds like the, "maybe, just a little" comment is covering his tracks because he fears he's already said too much. Everything is pointing to the 1-2 Ghz range.
The CPU and power. This all is a result of Nintendo wanting to keep the physical size of the console small right? I don't understand this at all. So because they refuse to clock it higher or at it's normal speed, put in an extra fan and maybe the shell a bit bigger (or is there more or something different they'd have to do?) they are going to screw themselves over in the end? I feared the Wii U might see a repeat of the Wii in terms of 3rd party support but for different reasons. Things look to be right on track for that though. I would not be surprised if Microsoft and Sony do something to their system to make downports to Nintendo all but impossible after a some time has passed. They already have the third party backing. The developers/publishers will likely keep up with the Sony/Microsoft/PC trinity once the new consoles are established and putting games on those three platforms first and foremost is to still be more cost effective then doing the extra work for Wii U.
He just said it's clocked not that it's less efficient. A change in architecture always means devs need to think differently than before.How do we even know it runs more efficiently? Bottom line is that he wouldn't have stated they need to utilize "creative solutions" to get it up to snuff. He wouldn't have said that if what you're implying is true.
He just said it's clocked not that it's less efficient. A change in architecture always means devs need to think differently than before.
How do we even know it runs more efficiently? Bottom line is that he wouldn't have stated they need to utilize "creative solutions" to get it up to snuff. He wouldn't have said that if what you're implying is true.
Exactly what I thought.
See the "creative solutions" point made above by me and fourth storm
Well if that analysis is accurate, then ports are guaranteed to suffer because they're designed for a very different solution in mind, lack of SMT is a kick in the groin.The OoE efficient CPU posts are interesting and encouraging, but my question still remains: why did the Tekken producer feel the need to mention an issue with CPU performance? Why not just not mention it, and apply the supposed efficient tech architecture of the WiiU?
Most directors are not tech heads, most of the time they can only convey what engineers told them in simpler words sans technical jargon.Why not just not mention it, and apply the supposed efficient tech architecture of the WiiU?
Precisely.Tekken, as well as most console games, are designed around the 360/PS3's hardware strengths and weaknesses. Wii U is designed a bit differently, as the CPU is OOE, clocked a little lower, maybe less threads but more "lean", a lot better at general-purpose tasks, but not as good with FLOPS. It will take a bit for devs to adjust their engines to that, but not relying as much on the CPU on much for FLOPs and physics will likely be a characteristic for the other next-gen consoles as well.
Doesn't change my point.See the "creative solutions" point made above by me and fourth storm
Funny enough, if the system was designed with a more general-purpose CPU + stronger GPU with good gpgpu capabilities, it may easier to handle ports from the next-gen consoles.So about the CPU, does this mean the Wii U won't be able to get PS4/720 multiplatform games in the future, or because of the much more powerful GPU it won't be a problem?.
Sounds like spin. He mentions it after stating the clock speed is lower, which means he was still on that negative tilt in the conversation so it's safe to assume "creative solutions" means what we said. You're taking it out of context.To me, "creative solutions" means that he, nor his team, knows the hardware yet, and sense the game was already programed for the 360/PS3, they have to think of a creative way to change the code asap, so the game can release at launch.
Sounds like spin. He mentions it after stating the clock speed is lower, which means he was still on that negative tilt in the conversation so it's safe to assume "creative solutions" means what we said. You're taking it out of context.
You know what's really weird.
Wii U has a “really great processor”, says Aliens: Colonial Marines director
I'm so confused...Only if he means a really great graphic processor lol.