Wii U Speculation Thread The Third: Casting Dreams in The Castle of Miyamoto

i care more about when ideaman will wake up!

need those new info!

Hey, it wasn't because i was too tired that i didn't post these infos yesterday :p
I thought the past days have been already rich of cool new data to comment/speculate about, we need to space the content until the E3, but i like to tease and that way people around here know that there will be news from me soon :) In addition to all the impressive investigations of some others :)

It did, but not as 'flat' as the Wii-U case. It also had a big fan in the side IIRC. I'd wager the internal volume was larger given that the GC was a top-loader and the Wii-U is a tray-loader.

Well, the Gamecube had so much empty room, between the top-loader mini-disc that surely take more space than modern tray-loaders (they are so thin now), all the bottom part for extensions (GBA player) and BBA. The Wii U, on the contrary to the GC and the Wii, will not have 4 controllers ports and two big memory cards slots. In the end, i'm pretty sure the volume really dedicated to the hardware & components on the Wii U, will be bigger than on the GC, and look what this system was capable of. I don't think that the size factor will be a huge problem and a determining point for the weakness or not of the console. And really, the case is not that small, some pictures convey very well its rather huge depth.
 
Nintendo is taking this NDA stuff too seriously. What are they scared of?

Didn't 01Net pretty much force them to reveal the Wii U at last E3? Perhaps in greater detail than they wished to, if at all? I'd imagine they don't want a repeat of that this year and also don't want to soften the blow, so to speak, of any surprise announcements.
 
Let's hold out hope that they are changing the name. The Wii was a great move for Nintendo early this gen but it's a dead system now and I don't know why they'd want to tie themselves to it at the start of a new generation.

I don't subscribe to this line of thought. Wii is still a big name, it's just not all that relevant anymore. I think it'd be easier to resurrect the brand than to start a new one.

Wii U, while not the best of names, isn't really offensive in any way either, it's just unremarkable. I don't care if they keep that name as long as they make the console look distinguishable from the wii >_<
 
As it's a speculation thread:

- Maybe the rumored Elder Scrolls MMO will be available on Wii U ?

- Maybe we'll hear some tidbits of news related to the Wii U in the Warren Spector announce on gametrailers tv, the 22nd march ?

March 22nd
A Blowout of Rather Large Proportions
GTTV will have the world exclusive reveal trailer and first gameplay anywhere of Warren Spector's next yet-to-be-announced game. It's going to be ...notably significant.
 
taking E3 day off from work

Same. I'm going to be useless that day anyway..

*cue dream sequence music*

Scene: the MRI scan room at a large inner-city hospital

Co-worker: Tommy! The patient is flat-lining! Hit the code button!

HylianTom: Shhhh! Miyamoto's on stage dressed as a purple Pikmin!

*end dream sequence music*
 
For the Eldor Scrolls MMO I don't know but for the Spector game I'm sure we'll have something Wii U related. We'll also have the ACIII firts look from Nintendo Gamer around the same date isn't it ? Does it mean we'll have other real new Wii U news from third party whithin end of March ?
 
lol, we've discussed launch titles in this thread for at least a few times.

Mario Kart team was just finished with 7 on 3DS so that'll be a while. Smash, as you said, just started dev. Zelda is a long way too, since they just finished Skyward Sword. 2D NSMB could be at launch as NSMB Mii but there's also a 2D NSMB announced for 3DS so who knows what'll happen (cross platform?). Monster Games is probably going to do some kind of Excite game. Pikmin 3 might be launch. Wii U Sports is probably going to be launch too.

And I still don't think that Nintendo should put a Mario at launch. It'll cannibalise sales off Pikmin 3 or other Nintendo IPs launching with it. Also, if 3rd party games sell badly at launch, they'll say Nintendo is 'competing' against them again or similar BS.

I actually think Zelda Wii U is not as far off as some think. I remember Aonuma saying that during the final year of Skyward Sword's development they were mostly polishing the title. My guess is that the core group at EAD 3 moved onto next gen Zelda (and 3DS Zelda) early last year.

Maybe Holiday 2013? With Xbox 720 launching next year, they won't be able to afford anything less than a monster 2013 lineup.
 
Fail

I see no E3 Bear
If you look closely...
KZmlM.gif
 
Rosti seriously doesn't get the credit he deserves. He doesn't just speculate, he investigates. Like, true-blue investigations. He writes to lawyers for info... lawyers! Too often we take the info without so much as a "thank you" to good ol' Rosti.

Rosti, thank you.

EDIT: Did you guys click that government link where he got that info from? That is some seriously dense stuff. How does he find it?

Agreed.

While IBM's edram is still "DRAM" with all corresponding drawbacks, in big-enough configurations it provides random-access latencies very comparable to SRAM's random access. With the increase of addressable memory IBM's edram catches up and eventually takes the lead in latencies, thanks to significant savings in the "wiring" stage. From what I recall reading in papers, at 8MB IBM's tech is already on par or at a minor lead WRT cumulative latency. And eDRAM has much better density than SRAM, so you can put much more eDRAM on the same silicon area (~3x). You'd still use SRAM for on-chip closely-coupled buffers, register files and such, though, where that tech has no alternatives.

Re 1T-SRAM - it mimics SRAM fairly well in having neither refresh nor precharge penalties (from reading papers - I'm not an IC engineer), so basically one can think of 1T-SRAM as reasonably-performing SRAM for all intents and purposes (think of cube's RAM as PC's L3). That's why the edram-vs-SRAM comparison is relevant here.

Here's an academic paper that gives some perspective on the development of DRAM over the years, with some extra emphasis on the eternal struggle between BW and latency.

Could the EDRAM on the CPU be used when Wii titles look for the 1T-SRAM? If Nintendo said 100% BC (with no upscaling/rerendering) then they're not going to get it via software.

Looks like Sega is pulling some sonic games from virtual console in japan..

http://www.nintendoworldreport.com/news/29550?http://www.nintendoworldreport.com/news/29550?

Wow. Well that explains why there aren't any Sonic game slated for Wii U.
 
A link to this was posted near the end of Wii Speculation Thread 2, but I found it very interesting and worth posting the entire thing here:


An Industry-Exclusive Look Into Next-Gen Systems- Wii U, Sony, and Microsoft
BY MENASHE – MARCH 11, 2012



Nintendo Enthusiast was granted a peak into the world of next-gen software after a conversation with an industry insider. We share a summarized version of what we interpreted from the conversation…

Please be aware that Nintendo Enthusiast cannot independently verify every answer given below.



We’ve heard a lot about development software and middleware being available on the the Wii U, and we’ve also heard about specific engines up and running on the Wii U. So, let’s discuss some of these.

With the licensing agreement Nintendo has signed with Havok, studios from all over the world will have access to Havok’s Physics and Animation middleware when developing games for Wii U. Those technologies are used in a number of marquee titles such as The Elder Scrolls V: Skyrim and the Assassin’s Creed series. What does this mean for the Wii U?

Well, the Havok Physics Middleware is no surprise. It was on the Wii and it’s a widely used engine.



Nintendo beefed up its proprietary arsenal recently with the acquisition of Mobiclip- a Paris-based video codec provider. What can we expect to come from this?

In terms of MobiClip, you’ll get to SEE more stuff later this year. Their technology will be common on Nintendo platforms from here on in.



Nintendo will also be able to provide Wii U game developers with Autodesk’s Gameware products, including user interface middleware Scaleform, artificial intelligence middleware Kynapse, and interactive character animation middleware HumanIK. Is this something we should be excited for?

Autodesk Gameware is a suite of middleware for modern hardware, especially high detail. What’s important to me about this is the fact Nintendo is giving the newest, more advanced versions of it for free to developers. This shows how easy it is to make Wii U games and take advantage of the more powerful hardware. It speaks volumes of how confident they feel in their system and how much they want to encourage third parties to go ahead and take it for a spin.


Nintendo is providing Wii U developers with high-end GAMEWARE middleware products including Scaleform, Kynapse, and HumanIK


There has been so many different versions of the story when it comes to dev kits. Some developers have seemed very eager and excited. Other have came off as disappointed. What are we to believe?

As everyone is aware, there have been different models of the dev kits floating around. Many of the discrepancies between developers about the power of the dev kits are apparently because Nintendo has only given the newer, more beefy version of it to the really big publishers while the smaller developers were left with the so-called outdated model. [Editor's note: I assume this is because Nintendo has been taking their feedback into account when tweaking the system specs and therefore have been constantly updating them with the newer models to see if they were happy. Whereas, smaller developers haven't been part of this dialogue - they only have the dev kits to actually start the development rolling on their new games.]

But, now that GDC is over, it seems from the chatter in the industry that the big “hairy and heavy” dev kit has started to become the new standard of Wii U currently in possession by most developers and hopefully we’ll start to get a real taste of what this system is capable of post-GDC.



What of Microsoft and Sony? Have either of them begun to discuss next-gen plans with the industry?

Speaking of hardware development, Microsoft has likely joined Nintendo in deciding not to pursue heavy hardware-losses a la PS3 for the launch hardware on their next system. You can expect them to try and launch before Sony again with whatever loss of newer versions of hardware that will entail. With their next console, Microsoft will be taking steps away from disc drives, but will support SD cards, USB drives, and digital retail game downloads, just like the Wii U.

Interestingly, this makes the Sony PS3 the only console in the past, present, or future to be centered around Blu-Ray movie capability (We’re not discussing PS4, of course.) It may be smart, though, for Microsoft and Nintendo to release Blu-Ray movie compatible models at a future date. Using the Wii U controller as a remote to control your movies would be pretty smooth. On the other hand, Hulu and Netflix seem to have some good ideas up their sleeves about what they can do with the Wii U controller.



Okay, let’s get to the big question: Unreal Engine 4. Is it a yes or no on the Wii U hardware?

Wii U already can run something akin to Unreal Engine 3.9 but I find this whole topic much less noteworthy than many are making it out be. While details on feature requirements for the new engine are nearly zero, comments from Epic suggest that there should be no reason why the Unreal Engine 4 won’t be able to scale “down” to work on the Wii U. Just remember that that it’s not power that is the main factor for an engine, rather, it’s the features offered by the hardware and the age of the hardware. For example, in theory, if there were to be an Unreal Engine 4 right now, it possibly could be scaled down in terms of power to work on the PS3 and 360 because they support the features that are considered standard across the industry. However, in reality, when the Unreal Engine 4 is released we probably won’t see much Unreal Engine 4 on them because those systems are aging. The modern hardware going into Wii U could be new enough to support the Unreal Engine 4 at least on a scaled down level in terms of power.

See, this is specifically the issue that was encountered with the Wii, which Nintendo wants to avoid. The problem wasn’t so much that the hardware was weak, rather, it was that the hardware didn’t follow industry standards at the time and therefore impossible for developers to easily port the newest engines to the Wii. The Wii U solves this and more. More than a year ago, the Wii U dev kits were already feeling like powered up Xbox 360&#8242;s in some ways. So, developers were basically just “dragging and dropping” their PC and 360 code onto the early Wii U hardware last year, even before any new software and projects had begun development. This is how games like Darksiders 2 were up and running on Wii U hardware for E3 2011 after only a matter of weeks in development, though Nintendo finally decided not to show the “instant” port those developers had completed.



From the 360? But what about Direct X?

Many 360 and PC games run on engines like the Unreal Engine 3, and Unreal Engine 3 runs great on Wii U. Remember, DirectX, like OpenGL, is not an engine, they are API’s. Most games are made with an engine like Unreal Engine in order to be easily ported cross-platform.



So, I guess we can assume that games running on engines like Unreal can be ported to the Wii U quite easily?

Again, yes. Hardware like the Wii and PS3 make it hard to port to them because their hardware is either outdated/non-flexible and/or exotic. The more “power” parts of a game are the hardest to port. This is why, particularly certain engines and ports, all the power in the PS3 CPU couldn’t save games from running without problems once ported from the 360, because that power was divided and exotic and needed lots of work to make the Cell CPU show it’s superior power in spite of the weaker GPU that Sony chose. It’s clear that Nintendo intends to remove obstacles involved with porting from current and future consoles.



Does Nintendo use a proprietary implementation of OpenGL?

Nintendo uses customized OpenGL GL/ES.

http://www.nintendoenthusiast.com/an-industry-exclusive-look-into-next-gen-wii-u/
 
I don't subscribe to this line of thought. Wii is still a big name, it's just not all that relevant anymore. I think it'd be easier to resurrect the brand than to start a new one.

Wii U, while not the best of names, isn't really offensive in any way either, it's just unremarkable. I don't care if they keep that name as long as they make the console look distinguishable from the wii >_<

I respect that line of thought but I think we're all (including Nintendo) underestimating the negative image associated with the Wii. The view of the brand held by traditional gamers doesn't even need to be discussed but I'm really surprised by how many of my casual gamer friends felt burned by their Wii purchase.

A lot of them bought the console for Wii Sports and a few of them bought one for RE4 and both groups felt like those types of games dried up for the system fairly quickly. Nintendo really abandoned their new audience and stopped making games for them after Wii Sports Resort and even though other 3rd parties tried to fill in with family games none really match the quality of Nintendo's games aside from the Just Dance series.

I'm still not sure if Nintendo's goal with the U is to bridge those new gamers over to their new system but if so I think they're in trouble because a lot of them just purchased 360s and probably aren't looking to upgrade just yet.

I just think IMO it's a lost cause trying to expand the Wii brand after all the damage that's been done and another reboot is in order. At worst I don't see how a name change could hurt them at this point as long as they stick Nintendo in there somewhere.
 
It seems like Nintendo still wants to focus on the expanded audience yet it hasn't been doing much for the 3DS. Maybe we'll see a sign of that changing later this year and how it may also show what Nintendo has planned for Wii U as well.
 
With the officially announced F1 2012 by Codemasters (scheduled this fall), we can surely add this game on the Wii U titles list, as CEO Cousens said in a previous interview that they will do a F1 game for the system.
 
While IBM's edram is still "DRAM" with all corresponding drawbacks, in big-enough configurations it provides random-access latencies very comparable to SRAM's random access. With the increase of addressable memory IBM's edram catches up and eventually takes the lead in latencies, thanks to significant savings in the "wiring" stage. From what I recall reading in papers, at 8MB IBM's tech is already on par or at a minor lead WRT cumulative latency. And eDRAM has much better density than SRAM, so you can put much more eDRAM on the same silicon area (~3x). You'd still use SRAM for on-chip closely-coupled buffers, register files and such, though, where that tech has no alternatives.

Re 1T-SRAM - it mimics SRAM fairly well in having neither refresh nor precharge penalties (from reading papers - I'm not an IC engineer), so basically one can think of 1T-SRAM as reasonably-performing SRAM for all intents and purposes (think of cube's RAM as PC's L3). That's why the edram-vs-SRAM comparison is relevant here.

Here's an academic paper that gives some perspective on the development of DRAM over the years, with some extra emphasis on the eternal struggle between BW and latency.

My understanding of Flipper/Hollywood is that the "on-chip closely-coupled buffers" are implemented in 1T-SRAM. From what you're saying here, it doesn't sound as if eDRAM will suffice as a replacement. However, 3MB of real SRAM at 2-3x the silicon area wouldn't be that big of a deal--if we assume that the 24MB pool isn't on-die any more, it'd still be smaller than Hollywood at the same process size.

Implementing the 24MB pool as on-die 6 transistor SRAM seems a wasteful amount of bloat for a chip that's probably not going to have much use in the system outside of BC. That's why I think it'll use the GPU's eDRAM cache to emulate this memory.
 
A link to this was posted near the end of Wii Speculation Thread 2, but I found it very interesting and worth posting the entire thing here:

http://www.nintendoenthusiast.com/an-industry-exclusive-look-into-next-gen-wii-u/
The answer to the last question is pretty much wrong, which kinda disqualifies the whole "interview". Nintendo supports a customized version of OpenGL|ES on 3DS, but only for compatibility reasons - it's use is heavily discouraged. It's by no means "Nintendo's 3D API" or anything. The answer regarding Gameware is also extremely dubious. Not only are all those tools also on Wii (including Kynapse, which isn't mentioned on Autodesk's website but was used in Epic Mickey), there's nothing "high detail" about a GUI or artificial intelligence middleware package.
 
I'm not much of a techie but can someone explain if the lack of 1T-SRAM is a good thing or a bad thing?

There is no definite answer for that. 1T-SRAM comes in many forms. Some kinds are slow and out-dated and others could be one of the fastest RAMs out there. We don't know what level of 1t-SRAM Nintendo was planning on using, if they were at all, so we can't say.
 
Didn't they also state that they'd unveil a "family friendly take" on F1 this year ? Wouldn't be surprised if that's their Wii U title.

a "Formula One experience for a family audience". It could be F1 2012 with additional content/extended tutorial/"easy mode" with really arcade controls.

But it would be strange that the real F1 game is scheduled for PC & PS360 for this fall, and will avoid the Wii U that will receive instead a 100% new & original iteration of the franchise.
 
I'm not much of a techie but can someone explain if the lack of 1T-SRAM is a good thing or a bad thing?

It's not really relevant w/r/t to U software, but it affects the implementation of hardware BC. If they were using it, they could more or less use Hollywood as-is, but apparently they aren't.
 
I wouldn't be surprised about that. Why release a Wii U version later for a "family console" if you could try to milk consumers with a (cheap) arcade-like version, maybe similar to their (really horrible) 3DS version ?

If the port from current HD systems to Wii U is really that easy, it would be a waste and wouldn't make sense to not release a version for Big N, with some padlet features, and instead make a different light/ultra casual title. But yes, it's a possibility. I hope not ><
 
If the port from current HD systems to Wii U is really that easy, it would be a waste and wouldn't make sense to not release a version for Big N, with some padlet features, and instead make a different light/ultra casual title. But yes, it's a possibility. I hope not ><

Wii U is still the "family box" while the PS4 (and now the 720 again) are the go-to hardcore boxes.
 
My understanding of Flipper/Hollywood is that the "on-chip closely-coupled buffers" are implemented in 1T-SRAM. From what you're saying here, it doesn't sound as if eDRAM will suffice as a replacement. However, 3MB of real SRAM at 2-3x the silicon area wouldn't be that big of a deal--if we assume that the 24MB pool isn't on-die any more, it'd still be smaller than Hollywood at the same process size.

Implementing the 24MB pool as on-die 6 transistor SRAM seems a wasteful amount of bloat for a chip that's probably not going to have much use in the system outside of BC. That's why I think it'll use the GPU's eDRAM cache to emulate this memory.
Perhaps I mis-worded my previous post: there was no sizable pools of real SRAM outside of the L1/L2 caches in the cube architecture (unsurprisingly - SRAM is quite expensive). All the 1T-SRAM used, while still way beyond any SDRAM in terms of latencies, was still not up there with the high-specced SRAM found in L1/L2 caches. So there's no pool in the cube architecture that IBM's edram should have issues servicing, given U-CPU will have its own L1/L2 'proper SRAM' caches. The remaining unknowns are really more about buses and client arbitration - the known (read estimated/expected) memory pools' characteristics should be fine by themselves.

Re 'closely-coupled buffers' - by that term I was referring to internal FIFOs, scratchpads & register files - pools that perform at or around the enclosing processor's clocks, at latencies measured in 1-3 clocks. Such pools are often multi-ported too (i.e. allowing concurrent accesses to the same cell), and the SRAM that is employed there is even "fatter" than 6T/bit (can be 8T or even 10T). Whether Flipper's eFB & eTM qualify as such - I'm skeptical.
 
Monster Games recently hired a character animator, so their next game is probably character driven. Not that this completely rules out Excite, but it opens up some possibilities.

I hope this means this is for their second title and that Excite is basically ready to roll out for the WiiU launch.
 
I hope this means this is for their second title and that Excite is basically ready to roll out for the WiiU launch.
Thing is: Monster Games is really, really tiny. Shin'en tiny. If they're still with Nintendo, I guess they'd continue working on 3DS games.
 
Perhaps I mis-worded my previous post: there was no sizable pools of real SRAM outside of the L1/L2 caches in the cube architecture (unsurprisingly - SRAM is quite expensive). All the 1T-SRAM used, while still way beyond any SDRAM in terms of latencies, was still not up there with the high-specced SRAM found in L1/L2 caches. So there's no pool in the cube architecture that IBM's edram should have issues servicing, given U-CPU will have its own L1/L2 'proper SRAM' caches. The remaining unknowns are really more about buses and client arbitration - the known (read estimated/expected) memory pools' characteristics should be fine by themselves.

That's largely the reassurance I'm looking for.

Re 'closely-coupled buffers' - by that term I was referring to internal FIFOs, scratchpads & register files - pools that perform at or around the enclosing processor's clocks, at latencies measured in 1-3 clocks. Such pools are often multi-ported too (i.e. allowing concurrent accesses to the same cell), and the SRAM that is employed there is even "fatter" than 6T/bit (can be 8T or even 10T). Whether Flipper's eFB & eTM qualify as such - I'm skeptical.

My lazy and ignorant back-of-the-envelope calculation puts the eFB & eTM at/close to single clock latency, at least for the Flipper iteration--1 cycle @ 162MHz is 6.17 ns, and the on-die 1T is claimed to have a sustainable latency of 6.2 ns.
 
Thing is: Monster Games is really, really tiny. Shin'en tiny. If they're still with Nintendo, I guess they'd continue working on 3DS games.

Oh, I didnt know that. Well... I can imagine an Excite title might be fitting for the 3DS.
If many of Nintendo's development teams are too small to handle the bigger production titles that we expect for the WiiU, then they really need to court those experienced third party developers.
 
Though Shinen' is tiny, but since last year; they've released FAST for WiiWare, Fun! Fun! Minigolf TOUCH! for the 3DS-eShop and Nano Assault for the 3DS-retail; with their previous game before that been released a year earlier.

On top of currently working on a Jett Rocket game for 3DS-eShop and confirming recently that they have Wii U kits.

Monster since Pilotwings Resort in Feb/March 2011, nothing. So there could be a Wii U game and a 3DS game, not necessarily one or the other.

Or at least, one might hope. :p
 
Though Shinen' is tiny, but since last year; they've released FAST for WiiWare, Fun! Fun! Minigolf TOUCH! for the 3DS-eShop and Nano Assault for the 3DS-retail; with their previous game before that been released a year earlier.

On top of currently working on a Jett Rocket game for 3DS-eShop and confirming recently that they have Wii U kits.

Different standards of quality. Different philosophies of marketing. If Shinen were a first-party developer instead of licensee, they would not be releasing software at that rate.

Monster since Pilotwings Resort in Feb/March 2011, nothing. So there could be a Wii U game and a 3DS game, not necessarily one or the other.

Or at least, one might hope. :p

I find it interesting that developers who were releasing one Wii a game a cycle. (Monster and Retro Studios). Now are expected to have two games a cycle even though this hardware jump will require each game to have double the resources. Have you seen how many people it takes to develop a retail 3DS game? ALOT. Much more than your standard PS2 / Game Cube game.
 
I find it interesting that developers who were releasing one Wii a game a cycle. (Monster and Retro Studios). Now are expected to have two games a cycle even though this hardware jump will require each game to have double the resources. Have you seen how many people it takes to develop a retail 3DS game? ALOT. Much more than your standard PS2 / Game Cube game.

Didn't Monster and Retro each ship twice on Wii?

One full production game per development cycle. Equals about one game every 1.5-2 years.

Ah, ok. On that schedule we'd not expect a launch title from Monster but Retro could ship on U within the first year, correct?
 
Different standards of quality. Different philosophies of marketing. If Shinen were a first-party developer instead of licensee, they would not be releasing software at that rate.



I find it interesting that developers who were releasing one Wii a game a cycle. (Monster and Retro Studios). Now are expected to have two games a cycle even though this hardware jump will require each game to have double the resources. Have you seen how many people it takes to develop a retail 3DS game? ALOT. Much more than your standard PS2 / Game Cube game.

I'm wondering if we're going to end-up seeing a "one retail game plus more VC games" pattern in the coming years as things move toward equilibrium..
 
The way third parties are already treating it? lol

Isn't there a seperate dev porting AC3, for example? Why not just include it as part of the main dev pipeline - the code should, by all accounts of what we know, be portable?

The tablet additions are too much for the original developer's minds to comprehend.
 
My lazy and ignorant back-of-the-envelope calculation puts the eFB & eTM at/close to single clock latency, at least for the Flipper iteration--1 cycle @ 162MHz is 6.17 ns, and the on-die 1T is claimed to have a sustainable latency of 6.2 ns.
I think your ignorant calculations are fine, but I think you omit one detail regarding those two pools: they're not multiported. A ROP's read-modify-write access to the eFB has to be arbitrated against other clients like the blitter that does the eFB resolves to main RAM, and similarly eTM has to be filled in by DMA engines while the filtering engines are fed from it, which means the readers are arbitrated against the writers of that pool. In this regard, both pools are not really as 'closely-coupled' to a processing unit, even though they have great performance characteristics (for their respective clients) - both pools are more akin to caches. Of course, all that is semantics; the important question, is if those characteristics will be met by IBM's edram, and I think the answer will be affirmative.
 
Different standards of quality. Different philosophies of marketing. If Shinen were a first-party developer instead of licensee, they would not be releasing software at that rate.


I find it interesting that developers who were releasing one Wii a game a cycle. (Monster and Retro Studios). Now are expected to have two games a cycle even though this hardware jump will require each game to have double the resources. Have you seen how many people it takes to develop a retail 3DS game? ALOT. Much more than your standard PS2 / Game Cube game.
Yeah, but I was talking more about how size of a development team per se doesn't have to do with amount of games.

Also keeping in mind that Monster is not a first-party developer (unless things changed recently), but seems that with their (strong) relationship with Nintendo, they can have the luxury of taking time with their projects. In 5 years they released 4 games: ExciteTruck, ExciteBots, ExciteBike: World Rally and Pilotwings Resort; which is a good quantity of games (and of good quality) so is not that crazy to think of them currently working in 2 games. True that of those 5 games 2 are "smaller games" (a digital release and a portable game) and there was a lapse of 3 years between their first Wii game (ExciteTruck in 2006 and ExciteBots in 2009); so we'll see.
 
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