JasoNsider
Member
TekkenMaster said:This is a good point.
But if it's only 2 or 3x the power of PS360 then many devs will still abandon it. I don't totally buy the argument that improvements in graphics scaling methodologies will save the Wii U.
Graphics (defined as shaders, lighting, and polygon count) might be scaled down relatively easily...but physics is incredibly important, as well as seamless, complex worlds. And these 2 things are MUCH harder to scale, and you lose gameplay elements and the emotional sense of immersion when you remove or reduce them.
Sure, Bethesda could remove half the trees, half the rocks, two thirds of the grass and most of the wildlife from Skyrim 2 in order for it to run on Wii U's 1.5 GB of RAM, but I doubt they would since that would take a huge amount of effort, not to mention a large part of the soul of Skyrim (the complex world) would be lost.
And what about games where physics are very important? Would it be very fun to play a Wii U version of Bioshock or a Valve game where only a small percentage of the objects are physics enabled? This could ruin games where physics is an integral part of the gameplay...and physics will likely be a huge thing next gen.
No, devs will not abandon it if it's only 2-3x more powerful. See my post. That multiplier is higher than any of you guys realize. And physics simulations are not the biggest worry with this. Don't worry, devs will be happy as hell if we get 2-3 times what we have now.
In the pipelines I've been involved with or worked next to, getting 2-3 times the capibility of a 360 or PS3 would be good enough. Artists and devs together are working their ass off to fill what we already have. We're going to have to optimize our stuff no matter how much power you throw our way, but filling a pipeline 2-3 times bigger than what we have currently is still doable. Now 10x...that is laughable and, again, people should really think about the meaning behind the numbers before they throw them out.