Lord Ghirahim
Member
I'm not really familiar with the franchise, but that's supposed to be a system seller, right?
I'm not really familiar with the franchise, but that's supposed to be a system seller, right?
Nintendo Japan said:Nintendo officially announces Nintendo Network, promises personal accounts for Wii U
Maybe posted already, but couldn't find it yet.
Thinking about Nintendo's partnership with Traveller's Tales for Lego City Stories and the newly announced NFC feature, I wonder if there might actually be a Nintendo/ Lego cooperation. Lego could include special NFC bricks with their models that contain the model itself, which could then be used to import that model into Lego City Stories.
While i agree with you that Nintendo should offer clickable thumbsticks to match the competitors controllers, those 2 clicks for the CoD game can be substituted in many other ways. Gestures could do this. For CoD Activision could implement a controller styles where putting the Ucon paralel to the TV could activate iron sights for you to aim with the controller screen, for example. And since ducking in FPS are not as critical as say a fighting game a downward gesture could be implemented to make the character duck.One thing I'd love to see is the controller being compatible with the Cod games, with no clickable sticks it'll make those games tough to play.
One thing I'd love to see is the controller being compatible with the Cod games, with no clickable sticks it'll make those games tough to play.
No, it's an IR feature requiring the 'portal' accessory.With the built in mic, you could just grunt to use the knife!
I'm confused. People are saying that the NFC could allow spyro 3ds game, but isn't that an AR functionality using the camera?
One thing I'd love to see is the controller being compatible with the Cod games, with no clickable sticks it'll make those games tough to play.
yeah sorry, just found the Investor Meeting Thread.
I give up trying to post news ...
That would not be optimal. In a DS or Vita mapping quick access buttons to the touch screen works. In the WiiU being the TV the main focus of the user's vision mapping reflex depending actions to the touch screen would mean the user have to refocus between both screens.FPS games shouldn't be an issue. It's a touch screen on the controller. Just map two buttons to the top right and left corners. Allow remapping of all the other buttons.
Sticks and screen are very close, and the touch buttons can be as big as the developers make them. No need to refocus or perform finger acrobatics. Perfectly fine for stuff like weapon switching and such.That would not be optimal. In a DS or Vita mapping quick access buttons to the touch screen works. In the WiiU being the TV the main focus of the user's vision mapping reflex depending actions to the touch screen would mean the user have to refocus between both screens.
Plus stretching your fingers like a gymnast is not very comfortable, at least not as much as having say actions just a thumb push away like we have with depressible thumbsticks.
Looking at the WiiU controller it's too bad Nintendo is making an oversight yet again. It would be a perfect time to introduce modular thumbsticks, face buttons and Dpad. It has too big of a set advantages for Nintendo to ignore.
Not as close as you think even for decent sized hands (that's leaving kids outside). But constantly stretching your thumbs to run, duck or knifing like you do in a modern FPS wouldn't be that comfortable with touch screen buttons. In reality there are smart controller set ups a dev could implement to avoid using the screen or gestures.Sticks and screen are very close, and the touch buttons can be as big as the developers make them. No need to refocus or perform finger acrobatics. Perfectly fine for stuff like weapon switching and such.
Sticks and screen are very close, and the touch buttons can be as big as the developers make them. No need to refocus or perform finger acrobatics. Perfectly fine for stuff like weapon switching and such.
That would not be optimal. In a DS or Vita mapping quick access buttons to the touch screen works. In the WiiU being the TV the main focus of the user's vision mapping reflex depending actions to the touch screen would mean the user have to refocus between both screens.
IN any case even without needing to refocus because the dev is using the corners, stretching your fingers like a gymnast is not very comfortable, at least not as much as having say actions just a thumb push away like we have with depressible thumbsticks.
Thinking about Nintendo's partnership with Traveller's Tales for Lego City Stories and the newly announced NFC feature, I wonder if there might actually be a Nintendo/ Lego cooperation. Lego could include special NFC bricks with their models that contain the model itself, which could then be used to import that model into Lego City Stories.
Easy. Dpad and thumbsticks are a module. I.E., you would like to have the 4 face buttons above the thumbstick? You detach the module turn it 180 degrees and attach it again.What does this even mean?
If anything, the slide pads should be pressure sensitive. 3D analog input, basically. That should open up a ton of possibilities, and actually work much better with a slide pad than a regular analog stick.
Thinking about Nintendo's partnership with Traveller's Tales for Lego City Stories and the newly announced NFC feature, I wonder if there might actually be a Nintendo/ Lego cooperation. Lego could include special NFC bricks with their models that contain the model itself, which could then be used to import that model into Lego City Stories.
muu, the point is we have just watched how Nintendo threw a crazy vast amount of features to this controller and then they opt to suppress 2 small click inputs that devs and a lot of users have been a costumed to. What of this? Will costs suddenly be unbearable with those 2 clicks after all the crap they have put already in there? Seriously.OK, stupid idea, but... if Nintendo's done their homework they must have had feedback on whether or not clickable buttons are needed by devs. If it's not in the final release I'd expect third parties to have a proper alternative that works just as well in the case of titles like CoD that use them well.
Yes, the low profile of the slide pads beg for something like this, even the thumbstick click could work more like real button and become more usable and work better. I don't know how they can oversight something like this.If anything, the slide pads should be pressure sensitive. 3D analog input, basically. That should open up a ton of possibilities, and actually work much better with a slide pad than a regular analog stick.
Easy. Dpad and thumbsticks are a module. I.E., you would like to have the 4 face buttons above the thumbstick? You detach the module turn it 180 degrees and attach it again.
You are lefty and would like the Dpad to the right side? Detach both modules and swap them.
Finally sticks are the first thing that wares out, so having the option to swap them for fresh ones would be really useful. Since this will be an expensive controller due to the screen and features prolonging the usable life of it by having the option to change some of the things that could break down would be very convenient.
The click sticks on Cod and other FPS are used for two functions - running and going prone/knifing.
Currently on COd, on PS3 I hold the left sick down to run, and right stick to go prone. How will those functions be mapped on touch screen?
Easy. Dpad and thumbsticks are a module. I.E., you would like to have the 4 face buttons above the thumbstick? You detach the module turn it 180 degrees and attach it again.
You are lefty and would like the Dpad to the right side? Detach both modules and swap them.
Finally sticks are the first thing that wares out, so having the option to swap them for fresh ones would be really useful. Since this will be an expensive controller due to the screen and features prolonging the usable life of it by having the option to change some of the things that could break down would be very convenient.
The Pikmin in the system can demand you bring them something to keep them appeased, and they'll know when you're not keeping up.
RUN RUN RUN RUN RUN.. PRONE...RUN RUN RUN...PRONE! That'll surely work well.B]Prone... ON!![/B]
RUN RUN RUN RUN RUN.. PRONE...RUN RUN RUN...PRONE! That'll surely work well.
Not just the low profile - the angle is important. On a slide pad, pressure would always be applied straight downwards, whereas pressure depends on throw with regular sticks.Yes, the low profile of the slide pads beg for something like this, even the thumbstick click could work more like real button and become more usable and work better. I don't know how they can oversight something like this.
I'm not a fan of clicky sticks, I always get the impression the stick will break if I'm not extra careful, but I'd be down with this.If anything, the slide pads should be pressure sensitive. 3D analog input, basically. That should open up a ton of possibilities, and actually work much better with a slide pad than a regular analog stick.
The click sticks on Cod and other FPS are used for two functions - running and going prone/knifing.
Currently on COd, on PS3 I hold the left sick down to run, and right stick to go prone. How will those functions be mapped on touch screen?
For MADD-capable ALUs (2 ops/clock peak), a possible setup could be 1000 SPUs (* 2 ops/clock * .5GHz = 1Tflop).Ok, so for a 1 terraflop GPU, how many SPU's are we talking about?
Ok, so for a 1 terraflop GPU, how many SPU's are we talking about?
The RV770LE with 640 SPUs would need to run at 782 MHz to get to 1 TFLOPS... The RV770Pro did it at 625 MHz though, because it had more shaders enabled - 800 of them.Ok, so for a 1 terraflop GPU, how many SPU's are we talking about?
Map weapon switching to something else (like touch screen buttons) and put prone and knife there. Wii has even less buttons and I loved playing CoD on it. My knife was mapped to nunchuck waggle and it was extremely satisfying to stab people that way, for instance. Not to mention the Wiimote was approximately 500 million times more accurate and playable than dual sticks.
what about the run button, where will that be mapped?
RV770Pro is a 55nm part, though. The Wii U GPU won't be.The RV770LE with 640 SPUs would need to run at 782 MHz to get to 1 TFLOPS... The RV770Pro did it at 625 MHz though, because it had more shaders enabled - 800 of them.
I think it is more reasonable to expect a GPU that does slightly less than 1 TFLOPS, probably around 800 GFLOPS.
as already mentioned in this thread..... Its a analogue input, why do you need a button to run????
I know, I know. An 800 SPU chip might be stretching it a bit though I think, even on processes smaller than 40nm.RV770Pro is a 55nm part, though. The Wii U GPU won't be.
To achieve 1 TFLOPS with 800 SPUs, assuming IBM's 32nm HKMG process? Maybe 60W.I know, I know. An 800 SPU chip might be stretching it a bit though I think, even on processes smaller than 40nm.
Have you ever played an fps on console in your entire life? The analog stick would be way to sensitive if you had both walking and sprinting on the analog stick.
And yet, given the tight TDP nintendo have to work with, they'd prefer a wider setup over a faster one.I know, I know. An 800 SPU chip might be stretching it a bit though I think, even on processes smaller than 40nm.
Why??
Works fine in driving games? You don't need a "go fast" button
Is the 1 terraflop number for the GPU still a valid rumor, or has that been debunked?