Hey you guys lied.
HD doesn't make any real difference aside from being able to read text.
Liars.
Still looks like a 360.
To what are you referring to ? Joke ?
Right, textures are more important than just resolution. Plus, many graphical-dependants use various HDTVs with poor screen quality.
Because the Wii U CPU is only having issues with these current gen ports because the Wii U is designed to assign some of those tasks to the GPU, which devs apparently aren't doing in the port job.
That's their problem, the hardware was not designed for ports, the developers meant by easy only becuase the technological level is higher and they didn't have to change the underlayer of the code in such a time consuming and much more effort consuming manner.
None of the developers spoken about how it should be done, all of these are obviously ports, some better than others, depending on developer effort put into, it is solely subjective and business issue.
It's not the CPU that's having issues with, it's the developers having issues with the CPU, if that's so. But in essence, the "some stuff" being done on the GPU is a good thing, for 3D graphical intensive games, this leaves room for AI, physics and other things on the CPU.
There are many issues that developers don't speak of and they get done because they workaround them, you don't know about it, but when it gets out, the kids go crazy, and pretty much half of this thread is filled by posts about somebody worrying them selfs about what some random developer said about some local, temporary issues becuase he had a bad day, or his butt hurts.
I do not agree that developers should be baybisitted like that in a way of the wiiU development to support some kind of super fast "port" mode, that is not possible literally because that would require the WiiU device detection of how the copyrighted originals works, however it's already easier than ever to develop for WiiU, but that doesn't mean developers are going to be making huge advances by just porting games over, not by a long shot, if they are porting they are taking shortcuts and that's their problem, they have nothing to bitch about, nintendo builds it's hardware primarly for it's first-party development which is from scratch, they don't get done when the game is polished, but the 3rd parties always want to cut down necessary time to achieve the top quality, and they start moaning if things don't go as smooth when they're trying to.
Many developers won't admit it's a better way at the expense of ease of porting, the ease of porting is something it's not worth sacrificng all the long-term benefits and the actual true capabilities of the machine.
You will get fair and actual assesment from John Carmack, and others, he gets to the point of hardware reality, he actually talks, while you see other interviews of developers they only scratch the surface of mentioning some stuff, never explaining and getting to the point of differences and comparrisons they have these constructed issues and this and that nitpicking stuff, most developers answers are carefully limited as they do it for money ofcourse, they don't say the stuff they know, instead they put out bits of scattered information through many of these medias, and some developer include all of what they speak and if they're asked about it, they won't got all out in detail, and they will try to avoid answering in full. Many companies have flawed marketing in terms of factual accuracy.
http://www.neogaf.com/forum/showpost.php?p=39740317&postcount=7497
In the article linked and quoted by Trevelyan, he said the physics would be handled by Wii U's GPU.
Okay physics are one of the things migrated then ... correction for my above text.
Holy shit, just realized that it's being rendered twice, both on the Gamepad and the television. EDIT: Or is only a video being shown on one of the screens?
Also, the global illumination looks incredible. So much radiosity going on in there, and it doesn't seem to be baked.
Indeed, it's true eyefinity, no stupid scaling.
And I'm not arguing against that. As soon as the devkit specs leaked, listing tessellation and compute programming support, I figured Nintendo had made an effort to adopt a somewhat modern feature set to the GPU. And that is something I am very happy about, especially compute programming, as I felt the absence of such features would hinder third party engine efforts next generation (many of which I suspect will be heavy on compute shaders).
But I know not the capabilities of the tessellation nor compute programming on the Wii U, and I'm not going to pretend to. I also don't know what/if Nintendo has bolted on to the GPU as a fixed function. And I dont feel pointing to Pikmin 3's DOF is a solid example of DX11 featured hardware.
Exactly, you'll hear Carmack talking about the benefits and factors as well as overall differences with WiiU, I suspect compute shaders to be one of those major factors.
All this stuff will happen some time after release or at least at release, but still in-depth won't be when carmack doesn't get serious on some project for WiiU, so don't expect a ton of information at launch.
DirectX11 has 3 major new features IIRC:
Tessellation
Compute shaders
Multithreading
The WiiU apparently supports at least the first 2 to some degree. So I'm not sure what you guys are debating. The WiiU is not going to use the DirectX API and the exact implementation of tessellation and compute shaders may be somewhat different, but if the WiiU does support tessellation (beyond what the 360 supports which was basically ignored by developers) and compute shaders then it is highly in line with DX11 features.
What the hardware supports it can be granted, remember, consoles don't rely on the API, some of the hardware stuff that is not well implemented with API or not at all, developers can easily operate with the hardware directly, bypassing the API alltogether, this is much more difficult programming effort, it requires even more knowledge and experience, that's why you guys see a ton of ports, they don't want to be spending months delaying the game and thousands of dollars trying to write their own operations with the hardware (assembly imo) this is what Id Software does, they will do it sooner or later because Carmack is eager to do something for nintendo already, and they will annihilate the competition when their product is out, annihilate - in technical terms.
This means the performance and beauty can go past DX11 if the hardware is there, nintendo only meant "equivalent to DX10.1" but with a custom GPU we cannot be sure what exactly until we open up and analyze the hardware inside, do you really think DX11 on PC is the limit of the universe, windows is buggy, microsoft doesn't produce the worlds top code quality in software performance, DX11 is not remotely a benchmark.
We don't even know in full details what features does hardware support, maybe it has all of the DX11-supported features or only some of them, those that are there can be optimized by developers and can EXCEED the performance and benefit than the DX11 on PC.
This stuff is not plug-n-play, it's not absolute, not fixed, it's not your mothers kitchen pastry mixer which has 6 options and that's it, all we are talking about here are estimated equivalents, we cannot get a perfect 100% comparrison or example of the GPU or it's capabilities, because so much is dependant on the software, not just the game script code, the game program code (c++), it's the code that operates with the hardware, drivers and other stuff, Assembly is much harder and much less humanly readable than the programming code that makes game engines (C++), this is what it takes to suck out all the performance out of the device, but it's worth it in the end, this is what is so called optimization which has been taken so out of context, the games that get delayed aren't optimized, that's a big misconception, those games probably aren't making up the standards or the content is not yet complete, the programmer team might already be on some other project at the time, most of the developers who know what they're doing (big guys, blizzard ..etc) aren't announcing release dates prematurely, so it doesn't necessairly mean the game is getting some kind of big super duper performance boost because it's been delayed a few months, delayed in a case of release date already being set for some time but then pushed back.
We don't even have the closes estimated equivalent for the wiiU GPU now, too early, r700 sure, but that's totally not accurate enough.
The only thing why linux didn't take over gaming industry is simply because it's a business/commercial issue. Games would run double the performance, even more.
If it was that easy, everyone would be maxing out the GFX and all the beauty.
Im glad Carmack is pushing this into PC space, one day PCs might be open so you can have developer writign their own custom GPU drivers amonth other hardware, people may have not understood him in the interviews last year after rage's release, he didn't said it literally but he essentially wants to write his own drivers for this own games, in every interview he complains how stupid and bad PC drivers have been and still are (not quoted literally), obviously, there is NO WAY 2 (ati, nvidia) companies are going to have that amount of resources to make their drivers to be the perfect super-optimized for every game ever released on PC, it's just a big joke, it never worked , unless they forget about business and hire 20.000 programmers that will release mega-updates every week, dreams.
All these GPU wars, it never was about the hardware, it was about the drivers, and it still is, sometimes the hardware was just so good it made an offset with software and turned out better than the competition, sometimes one side sometimes the other, that's about it.
But you shouldn’t be expecting Call of Duty-like games to be offered from Nintendo.
Great, and Nintendo network will be a nicer place. I don't want all the x360 kids migrating to wiiu online and infesting it with their childish behavior.
It's funny really. This particular topic has been the source of angst, caterwaling, and tongue gnashing for the better part of a year in these threads. A few people have literally been ready to jump off a bridge because they thought Wii U could not run UE4.
Aaaagh No UE4 equals no buy for me!
Now we find out from one remark from Mark Rein that people were being despondent for nothing.
BTW, what ever happened to the rumor about Epic games and Metroid?
UE4 is irrelevant.
Iwata:
I personally believe that if there is no physical feedback from the controller then that's, for me, not good. With the Wiimote it has a certain weight, you feel like you have something in your hand, you can press and button and have this haptic feedback or can hear a sound, or it will rumble. With a camera there's no feedback that you can feel physically. But this is just my subjective point of view and whether I'm correct or not maybe we'll see in 10 years, I think history will tell us (laughs).
Opinion of a
true gamer.
Hint Hint Hint: Haptic feedback, Confirmed ?
Iwata:
I think that the Wii U will be powerful enough to run very high spec games but the architecture is obviously different than other consoles so there is a need to do some tuning if you really want to max out the performance.


That's just for support, to get the CPU algorithms right, to get it working right, it's not the actual custom optimizations, so, to max out the performance you have to do a whole lot more, for example, it took id software 6 years to develop IdTech5 which is extremely fast in performance and the engine is still actively changing (Doom4 will be an updated IDTech5) , so good luck.
I am talking about engine it self, too bad I don't have example or proof because id studio is not out yet, not about Rage and it's driver flaws on PC(long story, and yes i know everything what happend) so don't mix things up when you reply.
If UE4 is as scalable as Epic touts it, that's not a good excuse for them. At the same time like I mentioned in your thread, Epic has a certain idea of how they want UE4-based games to look. And we've all known that if Wii U could handle a UE4-based game it wouldn't be reduced. And people wanting to own one console are probably not going to be too concerned about fewer particles and less tessellation.
The "Wii U isn't the right market" is the only "legit" bullet devs have left IMO.
The westerners are nitpicking as hell. They rely too much on "proven business models" which is pretty much waiting on what will others do and follow suit, ofcourse, the industry is too saturated and over-exploited, innovation and creativity ratio is low. Coupled with an extremely saturated and fast way of life, not surprising at all.
I can't wait for the 90 born generation to grow up and start making games serious like they used to be, hey I'm one of them, still in college. And I don't want to be following a pre-defined path in my life, it's more in peoples philosophy than in industry situation, because if you make a good enough job you can make a difference, minecraft anyone, and that's just one example.
How anyone could interpret that as bad news is beyond me. He says right there Wii U is capable of running UE4 if the customer needs it.
Inexperienced people taking stuff out of context. This is normal. The good thing is, what they say is irrelevant and worthless.
Epic has it's own weird ideas, never been a true fan of that company. Their non-wiiu support won't affect me, nor it would affect the success of the console, unless the whole industry goes nuts and moans about UE4 support as their primary reason, thinking about making a flowchart of this cliche thought process by 3rd-parties, similar to Wii Test Game.
I dunno about that. Take-Two's CEO
pretty much said the company is taking a wait and see approach with porting "mature" titles to the Wii U. Which is a damn shame, imo.
Good thing and a bad thing.
Bad: They're waiting to see "proven business models" as I said before. (following suits)
Good: There won't be cheap ports, but this is not necessairly guaranteed.
This:
"I'll state that I don't think it's our intention to bring Unreal Engine 4 to Wii U, but Unreal Engine 4 is going to be supremely scalable.
Scalability means it supports multiple platforms, essentiall many engine versions packed into one, but that's silly, the mobile version won't have the rest.
Scalability for developers in other sense is that the code is written in such a way it has a lot of options and customizations to tweak and fillde with, it's just a ton of effort put on top.
That's what scalability is, it does not prove how fast or how good the engine actually is, it won't make it any better, infact, they're putting so much on this because it's their licensing business they're actually targeting.
This scalability is a huge service for the developers, but worthless for end customers, except in the modding world, an engine with a lot of options integrated into UI to tweak with is gold worthy.