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Wii u is apparently not supported by unreal engine 4


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#41 Link707

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Posted 29 May 2012 - 01:46 PM

^ and you know that how...?

He must be a.... Time traveler

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#42 Desert Punk

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Posted 29 May 2012 - 01:49 PM

Wii U news is a real roller coaster ride, expectations go up then down, then up etc.

I still think it will be in the region of 2x more powerful than current gen, more memory, similar cpu, possibly less gpu in polygon and texturing so will do current gen software a bit better and versions of next gen ps4/xbox 720 titles will be simplified and cut down to work on wii U.

Now that the Metro last light or whatever its called isn't being developed on wii u and unreal 3 will be used for wii U games not unreal 4 it seems like expectations are on a downer but must admit when there was talk of the final V5 development kits and possible performance increases to make Unreal 4 possible I was feeling like Nintendo had listened and upped the spec a bit but now it seems like that is unlikely.

That said though the easiest way to upgrade a console at the last moment is a bit more memory. Just bolt on a bit more. Doesn't require a radical overhaul like messing with the gpu and cpu would. So maybe that was the upgrade 0.5meg extra memory to 1.5GB in total.

My advice is set your expectations incredibly low and you can only be pleasently surprised with whatever spec or details are announced. Expect something that is in the region of 5x 360/PS3 performance and you are heading for disappointment.

I really think Nintendo are more interested in hitting the right price than a high spec.

#43 Socalmuscle

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Posted 29 May 2012 - 02:45 PM

^ and you know that how...?


It was open common knowledge. There was even a couple of pictures showing the powermacs behind the scenes and not hidden all that well.

Here are some old source links...

http://news.cnet.com/2100-1043-5706658.html

http://www.macobserver.com/tmo/article/Power_Mac_G5s_run_Microsofts_XBox_360_Demos_at_E3/

Time travel indeed. All the way back from 2005.

Wii U news is a real roller coaster ride, expectations go up then down, then up etc.

I still think it will be in the region of 2x more powerful than current gen, more memory, similar cpu, possibly less gpu in polygon and texturing so will do current gen software a bit better and versions of next gen ps4/xbox 720 titles will be simplified and cut down to work on wii U.

Now that the Metro last light or whatever its called isn't being developed on wii u and unreal 3 will be used for wii U games not unreal 4 it seems like expectations are on a downer but must admit when there was talk of the final V5 development kits and possible performance increases to make Unreal 4 possible I was feeling like Nintendo had listened and upped the spec a bit but now it seems like that is unlikely.

That said though the easiest way to upgrade a console at the last moment is a bit more memory. Just bolt on a bit more. Doesn't require a radical overhaul like messing with the gpu and cpu would. So maybe that was the upgrade 0.5meg extra memory to 1.5GB in total.

My advice is set your expectations incredibly low and you can only be pleasently surprised with whatever spec or details are announced. Expect something that is in the region of 5x 360/PS3 performance and you are heading for disappointment.

I really think Nintendo are more interested in hitting the right price than a high spec.


Epic never said unreal 4 wasn't for wii u.

They said they haven't announced their plans yet.

And they haven't.

Also, unreal engine 4 isn't done cooking in the oven.

Edited by Socalmuscle, 29 May 2012 - 02:47 PM.


#44 Reaper Pin

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Posted 29 May 2012 - 03:14 PM

Alright, found this post on NeoGaf- Thought it might calm down some of you! It's a very good post with logic behind it-


The Wii U "officially" will not run UE4, this is no surprise to anyone here. (I said as much) An official confirmation of sorts from Geoff Keighley, via twitter, courtesy of Nirolak at Neo-Gaf:http://www.neogaf.co...ad.php?t=475868 I said that it was a transitional console, I didn't mince words. This term was meant to clearly deliniate the Wii U as beyond this console generation's visual & feature set capabilities, though not occupying the same technical power space as the Orbis & Durango.

I view this as a non-issue however, the Wii U is capable of more than what the Unreal 3 engine provides. (on current gen. systems) Gearbox's Wii U version of Aliens:CM should show this within the framework of UE3 cross-platform development.(esp.within their custom lighting engine) 4A Games' Metro:LL should follow suit as well on their proprietary engine. (some programmers over there are extremely gifted, & want to push the technical envelope even further) Proprietary Wii U engines will showcase this best however, as specific toolkits & feature sets are created to exploit the console's strengths. Expect more than just Retro's offering to truly impress at E3. Nintendo has made some very strong 3rd party partnerships for both cross, as well as console exclusive software.(even contacturally in some instances) This will not change once UE4 becomes widely accessible to developers. A repeat of the Wii's software demise is not in the cards I assure you. This also assumes that UE4 becomes the de facto middleware solution for the next generation.

Most developers will be utilizing Unreal 3 as a base early on regardless of Orbis's & Durango's ability to run UE4. As I posted earlier, MS's Durango's now going "all in" with UE4 as of the GDC. Prior to the GDC the Durango wasn't compatible either. In any case, do you truly believe that UE4 won't be scalabe to an extent? Frostbite, Cryengine, etc certainty are. From purely an economic viewpoint, this scenario makes no sense.


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#45 Socalmuscle

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Posted 29 May 2012 - 05:04 PM

Alright, found this post on NeoGaf- Thought it might calm down some of you! It's a very good post with logic behind it-


The Wii U "officially" will not run UE4, this is no surprise to anyone here. (I said as much) An official confirmation of sorts from Geoff Keighley, via twitter, courtesy of Nirolak at Neo-Gaf:http://www.neogaf.co...ad.php?t=475868 I said that it was a transitional console, I didn't mince words. This term was meant to clearly deliniate the Wii U as beyond this console generation's visual & feature set capabilities, though not occupying the same technical power space as the Orbis & Durango.

I view this as a non-issue however, the Wii U is capable of more than what the Unreal 3 engine provides. (on current gen. systems) Gearbox's Wii U version of Aliens:CM should show this within the framework of UE3 cross-platform development.(esp.within their custom lighting engine) 4A Games' Metro:LL should follow suit as well on their proprietary engine. (some programmers over there are extremely gifted, & want to push the technical envelope even further) Proprietary Wii U engines will showcase this best however, as specific toolkits & feature sets are created to exploit the console's strengths. Expect more than just Retro's offering to truly impress at E3. Nintendo has made some very strong 3rd party partnerships for both cross, as well as console exclusive software.(even contacturally in some instances) This will not change once UE4 becomes widely accessible to developers. A repeat of the Wii's software demise is not in the cards I assure you. This also assumes that UE4 becomes the de facto middleware solution for the next generation.

Most developers will be utilizing Unreal 3 as a base early on regardless of Orbis's & Durango's ability to run UE4. As I posted earlier, MS's Durango's now going "all in" with UE4 as of the GDC. Prior to the GDC the Durango wasn't compatible either. In any case, do you truly believe that UE4 won't be scalabe to an extent? Frostbite, Cryengine, etc certainty are. From purely an economic viewpoint, this scenario makes no sense.



The wii U, circa Summer 2011 WAS a transitional console. apparently, Nintendo was testing the waters. Those waters were very cold. Gamers and developers alike didn't resonate with the confusion that was demonstrated at E3 or the early dev kit status as Nintendo sought to build the machine from budget to bruiser.

They've upgraded the GPU and increased the RAM by quite a bit. The CPU always was a seriously powerful monster all by itself.

It's what has caused some developers to switch stances on the console and go from calling it a "stopgap", "transitional," etc to "very, very powerful," "true next generation console" etc. these developers did not have to say that. They aren't nintendos marketing people. They are people who've spent time on the early version and thought it was "ok" to now having spent time on the new version and think its "awesome."

The Xbox and ps3 successors won't come out until a year or two after the wii u. That gives them some leeway on upgraded specs without bleeding money like crazy. But not a lot. When they come out, it will be like the ps2, Xbox, and GameCube. All within the same ballpark.

If Epic wants the Wii U to run UE4, it will. Plain and simple. The hardware is ready.

#46 uh20

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Posted 29 May 2012 - 08:46 PM

Ahhh not again....

If this is true, it's not a technical reason...

beat me to it, 42 posts away

of course, this is basically saying to not hope for it, ue4 still has the chances to make it on, for every reason like unreputable source, split meanings, etc.
anyways, ue4 will have its quirks, and its definitely not the main dev/game engine to be created for the wiiu, so this is just the slightest of causulties(just like metro o/ last light)
see ^ lol guy
harharhar
o/
() <- fat
/

oh, and i also saw this

MS's Durango's now going "all in" with UE4

now i hate it, hate it deeerrrlyyyyyy

Edited by uh20, 29 May 2012 - 08:48 PM.

:laugh:

#47 Keviin

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Posted 29 May 2012 - 11:41 PM

It was open common knowledge. There was even a couple of pictures showing the powermacs behind the scenes and not hidden all that well.

Here are some old source links...

http://news.cnet.com/2100-1043-5706658.html

http://www.macobserver.com/tmo/article/Power_Mac_G5s_run_Microsofts_XBox_360_Demos_at_E3/

Time travel indeed. All the way back from 2005.



Epic never said unreal 4 wasn't for wii u.

They said they haven't announced their plans yet.

And they haven't.

Also, unreal engine 4 isn't done cooking in the oven.


I was reffering to:
The wii u can easily handle the
Samaritan demo graphics. Rest easy.
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#48 Hinkik

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Posted 30 May 2012 - 12:43 AM

Let's not forget the multiple powermac G5 top of the line computers linked together to show tech demos for Xbox 360 launch...

Optimization cannot be overestimated.

Quickly thrown together code and even graphics assets can be bloated so many times over, that it can be a mess in a hurry.

The wii u can easily handle the Samaritan demo graphics. Rest easy.


The Powermac g5 is very slow and also pairing 5 of them doesn't make any graphical demo any better. Pairing cpu's is only good for batch jobs such as pre render stuff.

And why would microsoft use macs for their demo!???

For realtime stuff, it's the graphics card that matters.

The super optimized version of BF3 runs at low 720p 30fps on ps3. While a PC with a midrange card runs it at high 1080p 60fps. Optimization can't make something that takes 3 gtx 580s into one 4870. That is just plain impossible. Of course the wii u may be able to run it at 480p 30fps or something but that would take a lot of optimization work.

Edited by Hinkik, 30 May 2012 - 12:46 AM.

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#49 Gameboysoadvance

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Posted 30 May 2012 - 03:05 AM

Unreal 4 is not the god of game engines. There are alot of great game engines. I believe that the Fox Engine will be The top engine on game consoles next generation. Please people click the link below. The FOX ENGINE produces photorealistic graphics and physics.

http://arstechnica.c...mis-fox-engine/

http://www.gameinfor...fox-engine.aspx

http://i.joystiq.com...ee-thru-underw/


I'm sorry but to me Samaritan doesn't look photorealistic.

Edited by Gameboysoadvance, 30 May 2012 - 03:06 AM.


#50 Eskimo_sam

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Posted 30 May 2012 - 03:19 AM

photo realistic is not what i want!!

although metroid woild be good


on another note. didnt i see a cocept art of metroid wii u floating around?? dosnt he work for epic??

#51 uPadWatcher2

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Posted 30 May 2012 - 04:10 AM

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Here's a Metroid Wii U concept art designed by Rick Kohler from Epic Games.

EDIT: Due to anti-hotlink, I've decided to use a hosting file.

Edited by uPadWatcher2, 30 May 2012 - 11:07 AM.

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#52 Stewox

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Posted 30 May 2012 - 05:44 AM

Let's not forget the multiple powermac G5 top of the line computers linked together to show tech demos for Xbox 360 launch...

Optimization cannot be overestimated.

Quickly thrown together code and even graphics assets can be bloated so many times over, that it can be a mess in a hurry.

The wii u can easily handle the Samaritan demo graphics. Rest easy.


You are correct. The big gap difference in game quality between the release debut games and truly developed software which will come later in the console's lifecycle will be all down to the actual effort in utilizing the consoles resources and smert solutions to the technical obstacles.

A consumer cannot possibly claim what is optimized good or not by just watching the demo, as a matter of fact Frostbite 2 isn't nearly up to par with CryEngine ... let alone the code quality of IDTech5, the fact how buggy bf3 is doesnt help either, I've played PC version for 3 weeks and i was overwhelmed, one of the most buggiest games in years.


The Powermac g5 is very slow and also pairing 5 of them doesn't make any graphical demo any better. Pairing cpu's is only good for batch jobs such as pre render stuff.

And why would microsoft use macs for their demo!???

For realtime stuff, it's the graphics card that matters.

The super optimized version of BF3 runs at low 720p 30fps on ps3. While a PC with a midrange card runs it at high 1080p 60fps. Optimization can't make something that takes 3 gtx 580s into one 4870. That is just plain impossible. Of course the wii u may be able to run it at 480p 30fps or something but that would take a lot of optimization work.


You are wrong double-time, first of all you don't have the bf3 source code to be commenting how good it is optimized and to the relation to the PC version it's not the same build of the frostbite 2 engine, different levels of quality are in each of these versions as different teams work on it and programmer expereience in each platform differ, this is common in the industry and depends how company works that it effectively adjusts resources between tasks, most companies only have one senior programming team that has to direct and oversee all of the different platform-specific builds/edition of the engine, it's not the same engine code pasted on whatever platform, thats silly it simply wont work, those are the basics and you can find all on the net. Proprietary code is secret and anyone can brag about how good it is without having to prove it.

But the source of your second mistake is quite simple ... usually beginner assumption.
No, the Samartian demo doesn't require 3 gtx580 PC GPU cards, it was the system that was used to rn the demo, that is a collosal difference in context.
Playable status of the samartian demo requires around 1.1 TFLOP of performance, depenting on the platform and optimizations this varies, consoles allow full hardware access to any game developers, PCs don't. For windows PCs to achieve same level of performance in an example test demo, they require more raw power to offset the overheads ... please stop comparing these two very different worlds like its a walk in the park, and throwing some numbers around like it's a horse race.
My calculations made over time estimate that PC software loses about 40-60% performance into heat/thin air, because of abstraction, software code layers, proprietary API, different memory architectures, Proprietary drivers, OS code quality. In some areas that percent might be even higher. Why all this ... simply because hardware vendors dont put a lot of effort in their support software and/or firmware, lack of updates, they aren't game developers .... in the console space game programmers are able to override and bypass the API and write essentially write their own drivers and interaction with the hardware, otherwise nobody would buy consoles, it would run like crap.

Carmack from id software didn't offer any calculations or details in an interview, he only used an adjective, if the PCs would have the same abilities as consoles, the games would run "significantly faster".


That makes sense. I agree, it might get on Wii U since it's powered by the same engine as Rage. There's no doubt that the Wii U will be at list slightly more powerful than current gen, so I assume it will run both Rage and Doom 4 just fine.
I'm also excited about Doom 4. I've always been a huge fan of ID Software. They know how to make groundbreaking stuff.

May we expect to catch a glimpse of Doom 4 during E3 ?


IDTech5 was updated past Rage's release date, Doom4 is getting new features as well as new rendering engine code is going to be rewritten, to addition Rage was not targeted at graphics but performance, while Doom4 is going to be 3 times more graphically rich and will run 30fps in singleplayer on consoles at the time there was no talk about next generation.

Here's what we know about Doom4 however they haven't released any more info beyond that.
http://forums.bethsoft.com/topic/1334656-doom-4-list-of-known-technical-features/

This proves you how engine names are totally meaningless as code changes from game to game, It will still be called IDTech5 but for carmack its still just a modification ... no big leap. IDTech6 will have stuff like Ray-Tracing and more, which is considered a big leap.

Edited by Stewox, 30 May 2012 - 05:46 AM.

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#53 Keviin

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Posted 30 May 2012 - 07:11 AM

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Here's a Metroid Wii U concept art designed by Rick Kohler from Epic Games.


Where? I only see a Wii U Daily logo.
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#54 Crackkat

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Posted 30 May 2012 - 07:17 AM

tweeter: can you HINT unreal engine 4 on wii u?
Geoff: no [i cant hint cos im not allowed but] it can run UE3
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#55 Keviin

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Posted 30 May 2012 - 07:28 AM

tweeter: can you HINT unreal engine 4 on wii u?
Geoff: no [i cant hint cos im not allowed but] it can run UE3


Lol yes, that's most likely what it meant.
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#56 Fig

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Posted 30 May 2012 - 09:42 AM

tweeter: can you HINT unreal engine 4 on wii u?
Geoff: no [i cant hint cos im not allowed but] it can run UE3


I was about to post the same thing!

First he answered the question as to whether or not he could hint on Wii U running UE4. Then, he stated what he could say publicly, which is that Wi U can run UE3.

People have to remember that Nintendo's ninjas are everywhere and he certainly couldnt divulge any information that might go against any NDA he may have signed with Nintendo or the Unreal people.

#57 uPadWatcher2

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Posted 30 May 2012 - 11:08 AM

Where? I only see a Wii U Daily logo.



It's now fixed, Kevin. Let me know what you think of that concept... ;)

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#58 neverwinteru

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Posted 31 May 2012 - 09:20 AM

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Here's a Metroid Wii U concept art designed by Rick Kohler from Epic Games.

EDIT: Due to anti-hotlink, I've decided to use a hosting file.


reminds me of prey 2 for some reason.

on topic that is beautiful concept work and if metroid add's multiplayer then they will have the perfect rival to halo in terms of a social aspect.




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