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#236456 WII U Fix

Posted by Arkhandar on 01 August 2013 - 04:33 PM in Wii U Hardware

WII U was reported as under powerfull  so why is that,  i compared my xbox 360 to Wii U and i came  to the following verdict

The  Wii U is less powerfull than xbox 360 CPU  and here is why :WII U Tri-core 1.2 processor  while my xbox 360 is also tricore but the fact that its clocked to 3.2 ghz  makes the wii  u seem like old tech .

 

So simply wii u is a wii with an extra 300mhz  but if we compare it to next gen we find the wii u is  doomed because simply  ps4 and xbox one run at  8 core 1.8-2.1Ghz proccesor and the gpu being alot higher ; wii u is doomed

 

as much as i want the wii u to win the console war.  with the specs i mentioned, its simply not gonna work!

 

 

 

The Fix

 

 

most people will think overclock , well it is a choice if nintendo wants the wii u  to compete with xbox 360 and ps3 but with next gen i don't thinks so .

The only and the most obvious fix is to change the CPU and GPU so  they  can evenly match ps4 and XB1  now for the mean time i believe that nintendo should pay for developers to produce highly anticipated games like GTA V

 

and for people who reply to my topic iam not a developer iam a 14 year old trying to make nintendo the best gaming corporation in the the world. my specs might be incorect so please  forgive me for any mistake i have done.

 

thank you for reading my topic




#236433 BBC Uk - Nintendo flogging a dead horse

Posted by Arkhandar on 01 August 2013 - 02:48 PM in Wii U Hardware

Just to give you guys an idea of things are here in Europe, I literally cannot believe Pikmin 3 isn't being distributed at all in Portugal, save for 3 retail copies in the capital. 3 copies.. for the entire (10 million pop.) country. I just talked to the store manager and he said that you can only order them online. I have never seen anything like this, at least not since the GameCube era. To not release a major first-party title that could help gain the console some momentum, it's just out of this world. And I just saw that in the last 3 months there were only 10.000 Wii U's sold in Europe and Australia. Are you kidding me? Nintendo has all but lost the entire console market in Europe, and it's going to be though to win it back. At least they're far from being in the right direction. I'm starting to doubt that Nintendo is going to be able to pull a 3DS here, and believe me, I'm one big Nintendo fanboy. These next 6 months are going to be decisive to the Wii U's future, and sadly I fear the worst.




#235497 The Wii U can run Unity 4

Posted by Arkhandar on 28 July 2013 - 06:00 AM in Wii U Hardware

Unity on wii u doesnt support any Direct X feature set, as Direct X is copyrighted by microsoft, and no nintendo system, no matter how powerful,ever has, or ever will, support the direct x feature set.

It can, however, support the same effects featured in direct x versions, provided they are proprietary, from an open graphics library, otherwise not from a graphics api owned by microsoft.

Which is why unity took longer to get the ver 4 feature set to wii u, as they had to build the new effects themselves, rather than using the provided ones from ms owned direct x like on pc.

Red thread already stated they knew the wii u was underpowered compared to ps4/pc, and wouldnt bring the game to the system if it couldnt run uncompromised.

They have since stated development on the wii u has been 'surprisingly painless and very rapid'.

Also, Nintendo is currently doing workshops around the world explaining how to use wii u's gx2's proprietary version of UNITY 4 PRO with all 4.x updates, and has even had official representatives announc full unity 4 and all 4.x updates over twitter.
...
.....

And now a unity 4 engine game is officially on wii u. The unity 4 being the unity engine specifically designed to incorporate the new effects and features of dx11, as unity 3.5 was for dx10.

You might want to hang the hat on this one.

Yes... it was already debated to death that when someone talks about DX here in the forums, they're usually referring to equivalent effects, not DX itself. You won't win any argument by saying, "it won't support it because microsoft owns it".

 

And in case you don't already know, not all Unity 4.x updates are related to DX effects. Most updates are related to optimizing the rendering engine, new tools and ease of use, so it's natural that the Wii U would support those updates. There is no actual confirmation of the engine being  "specifically designed to incorporate the new effects and features of dx11". Especially since the Unity guys only talked about DX10 in their Wii U keynote.

 

Now, I'm not saying that DX11 effects are impossible on the Wii U. I believe it's perfectly possible, but I think that there's no reason to blindingly speculate, as it will only bring disappointment in the long run.




#235428 The Wii U can run Unity 4

Posted by Arkhandar on 27 July 2013 - 06:00 PM in Wii U Hardware

No, the first dev kits came with unity 3, with support for its up to dx10 effects, but said the wii u engine would be updated to the complete feature set of unity 4.

Trolls ignored the second part, latched onto the first part, and began incessantly chanting and spamming threads about how wii u couldnt support the unity 4 feature set.

Which is why some people are making a big deal of this.

Every Wii U dev kit comes with a free Unity 4 license, but the Unity version for Wii U only supports the DX10 feature set, believe it or not.

 

Is the Wii U capable of more? Probably. Does Unity support it? No.




#235427 Are Devs "Lazy" Or Is The Wii U Difficult To Develop For?

Posted by Arkhandar on 27 July 2013 - 05:57 PM in Wii U Hardware

Thanks for the information, actual information on how the control mechanics of photo mode worked were surprisingly hard to dig up. And a vid of it was not able to be found by me.

That being said, in light of the clarified information you provided, your choice of responding to the conversation you did, with the statement you made deosnt really make sense.

Im not sure you were following what exactly was being said.

Does the photo mode of pikmin 3 change the graphics so drastically that it looks like a different game or cg?

Thats the subject you responded to, and your response 'why does the fps go wonky then?' Suggests you believed the photo mode in pikmin 3 was not realtime, and nintendo added effects and lighting/shading/textures etc not in the actual game, that the wii u wasnt powerful enough to render in real time like the rest of the game.

What? I'm sorry if I was misunderstood. I'm not impressed by the fps mode at all.

 

And it is real time, I never questioned that (unlike most of the PS4/Xbox One E3 demos, but that's another story).

 

What I wanted to say is that those screenshots, while beautiful (I'm talking about design here), are very far from being a technical marvel. That's why I was so shocked to see fps drops in that mode.




#235336 Are Devs "Lazy" Or Is The Wii U Difficult To Develop For?

Posted by Arkhandar on 27 July 2013 - 01:56 PM in Wii U Hardware

You are the only person ive ever seen mention this.

The obvious answer would be taking a game deseigned to be viewed from above as an rts and changing the camera t 1st person. Thats a huge change in overhead, from z buffering to to changing and then executing every single manner of culling.

Also, i dont know, since i havent been able to play it yet, but if pikmin 3 uses the gamepad as the 'camera', then the wii u is also rendering, texturing, shading, lighting etc the entire scene twice from 2 completely different viewpoints, i would assume it would switch from 60fps on one screen to 30fps on 2 screens. Which, if is the case, would be an increase in workload so painfully obvious, that I would absolutely have to raise an eyebrow to such an obtuse question.

Although, as I stated earlier, you are the only person who ive ever seen mention this, even after doing extensive google searches on 'pikmin 3 fps'/camera mode fps/fps dop etc.

I already have the game in my hands and as far as I can tell the game is beautiful. Far from a technical marvel, but beautiful. I wouldn't expect less from Nintendo.

 

No, when switching in to fps mode the two screens show the exact same image as I recall. I haven't use the feature that much, but I can tell that while far from unplayable, the fps does have sudden drops.




#235199 Are Devs "Lazy" Or Is The Wii U Difficult To Develop For?

Posted by Arkhandar on 27 July 2013 - 07:54 AM in Wii U Hardware

Yes, this is just how it looks. Photo mode just gives a first person view to take snapshots with. Its instant and No effects are added, unfortunately, as not all assets are of such nice quality up close.

Pikmin 3 is a star example of how nintendo was woefully understaffed to provide enough asset content for a machine as powerful as wii u.

Areas objects and textures that had the time and staff dedicated stand head and shoulders beyond other assets that didnt.... Even ep close in fps mode. Twice as many human resources indeed.

Then what's with the dodgy frame rate in fps mode?




#235198 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 27 July 2013 - 07:52 AM in Wii U Hardware

you can see it in the  die picture

I'm not that experienced in analyzing GPU die pictures. 




#235074 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 26 July 2013 - 03:11 PM in Wii U Hardware

Thats the 32Mb embedded pool of ram on the gpu. Completely different subject. I mean, its nice, but nothing out of the ordinary.

These are the actual memory banks attached to each individual shader unit. The ones on wii u gpu are abnormally large. About twice as big as they should be.

Could you give me a quote please, or some sort of background if it isn't asking much? xD




#235073 Wonky GamePad Magnetometer?

Posted by Arkhandar on 26 July 2013 - 03:09 PM in Wii U Hardware

There me be times where you need to re-calibrate your GamePad be turning it upwards. It could also be some sort of interference with the magnetometer, or some problem with the GamePad itself.

 

Be sure that you read the game instructions before playing. 




#234896 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 25 July 2013 - 05:43 PM in Wii U Hardware

The gigantic ram banks for the shader units and other logic units would suggest the wii u gpu could get a lot more per flop than conventional architectures. All that ram around those logic units would sure give those flops a lot of bandwidth. There are many things that would get done much faster using double precision.....

The amount of work that can be done per flop isnt the same between all architectures and well.... between flops.

More flops= always more power is a common myth, like the mhz myth, that is currently being exploited heavily in marketing.

For instance, ps3's Cell 'theoretically' gets 240 gflops. Or is it 100? Well, Actually, its both. Cell gets 240 single precision gflops, but 'only' 100 double precision gflops (one of the main bottlenecks of dp is local ram bandwidth). Guess which one of those gets more per flop?

Thats why you see a lot of marketing around high gflops... But then sometimes realworld performance is lacking, and you find out the benchmark only used a small single precision loop that made the architecture look really good in a benchmark... But isnt indictive of real world performance.

Flops per cycle is only a small peice of a puzzle.

The Xbox One has a large pool of ram available for the shader units too, so you could argue that it too punches above its weight (1.2 TFLOPS which is a lot more than the Wii U).




#234788 Wii U Has Sold 1 Million Units in Japan

Posted by Arkhandar on 25 July 2013 - 11:50 AM in Wii U Hardware

it sold more than the PS3 did in that time. Just give it some hope.

The PS3 had a 600$ price tag on it. I don't see that on the Wii U. 




#234787 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 25 July 2013 - 11:49 AM in Wii U Hardware

the gpu we dont know much about?

What in the GPU we don't know much about could possibly create games beyond the 350 GFLOPS barrier?




#234472 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 24 July 2013 - 07:14 AM in Wii U Hardware

The GPU still sucks though.




#234144 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 23 July 2013 - 07:44 AM in Wii U Hardware

Do to happen to know thehappening?? Because he also made posts just like this and called Cache catch, just like you. He also would seemingly randomly turn on caps lock and never use punctuation. Hmmmm, more than suspicious to me.
Here is his page: http://thewiiu.com/u...1-thehappening/

I think you are thehappening!

Obviously. I missed the guy and his random CAPS xD




#234017 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 22 July 2013 - 04:40 PM in Wii U Hardware

no because again your ignoring the facts ITS ALL ON MCM THE MAIN  RAM ISNT USED AS YOUR THINKING

 

its used a s a feeder not a MAIN RAM your rendering etc is ON CHIP as long as you have space to catch disc/drive data into thats all you need

 

devs have already stated wiiu ram is kinda unlimited in that regards YOUR STREAMING IN not main ram processing at all



no because each game works withion its own standards any re formating of os is auto matic etc

 

so lets say nintendo says in a direct we have found 10% more processing power for devs to use and have unlocked 512mb of extrra ram its up to devs if they want to use it

 

it has no bearing on us playing those games they simply just work

 

If the Wii U only needed to stream content form the disc then why does it have such horrible loading times for most games? It would render the main RAM pretty much useless.




#233698 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 21 July 2013 - 07:58 AM in Wii U Hardware

3Dude, on 21 Jul 2013 - 07:01 AM, said:12.8/30 or 60 would get you around the numbers you specified.

Kind of. Though its not nearly as bad as it sounds. Its not like it only has only 200Mb available per frame, thats just how much can be transferred from the 1Gb holding pool per frame... And, its more than ps360 got, as their main mem bandwidth was destroyed by having to compensate the frame buffers and other bandwidth hogs via main mem bandwidth. Its why screen tearing was so horrible on those systems.

However, the most repeatedly used textures, will be kept in the leftover room of the edram, with a bandwidth in the triple digits, so even the heaviest hitting bandwidth hogs of texture assets are removed from clogging that bandwidth.


Yeah, I know it's not really that bad, especially considering the fact that most game will have V-Sync enabled which is a big plus to me xD And no point in having much more bandwidth than that since the GPU can only handle so much. It's a nice balance system, and lantency is much more important in this case.




#233443 Shin'en Explains Wii U EDRAM Usage

Posted by Arkhandar on 20 July 2013 - 09:17 AM in Wii U Hardware

Even if the main RAM is completely free, doesn't it leave like only 400 MB @ 30fps or 200 MB @ 60 fps of data available per frame (which is the case of Mario Kart 8) ?




#233440 Wii U's 1 GB of Ram.... how to use it.

Posted by Arkhandar on 20 July 2013 - 09:09 AM in Wii U Hardware

*cache




#232044 Sony Prove the Wii U's Texture Bandwidth is not slow

Posted by Arkhandar on 16 July 2013 - 06:56 AM in Wii U Hardware

eDRAm is dynamic, which mean it needs to be constantly refreshed, while eSRAM is static, it means it doesn't. This is great news btw: http://nintendoevery...rd-easy-to-use/

 

 

“Wii U GPU and its API are straightforward”, adding how it possesses “plenty of high bandwidth memory” and is “easy” -- via Shin'en Multimedia's Twitter Account



#229828 HELP! Official Sales Statistics

Posted by Arkhandar on 08 July 2013 - 04:46 AM in Wii U Hardware

VGChartz is anything but reliable. Use it just a trivial site to check on weekly sales.




#228097 Kingdom Hearts 3 and FF15 (the official video what square enix said about dx11)

Posted by Arkhandar on 01 July 2013 - 06:24 PM in Wii U Hardware

He clearly doesn't know what he's talking about, which is understandable since he is a creative director not a programmer or graphics designer.

 

Nevertheless, the whole thing is just nonsense. Based on what he said about the game being built in DX11 and then porting it to supported consoles, the only platforms that meet those requirements are the PC and Xbox One,

 

The game is obviously not a Xbox One exclusive so once again a Wii U version isn't impossible, since DX11 has nothing to do with console ports.




#209200 Something to talk about with the experts

Posted by Arkhandar on 20 May 2013 - 05:04 PM in Wii U Hardware

It actually has 320 shaders since it's using the new (circa 2010) AMD architecture, which double the number of shaders per (i don't recall the name of the thing right now. will edit the post when i do though),




#208504 Why didnt Nintendo just make wii u more powerful?

Posted by Arkhandar on 18 May 2013 - 10:58 AM in Wii U Hardware

Because it's already powerful enough to satisfy the mass market needs.




#208501 Mario & Sonic at the Sochi 2014 Olympic Games Wii U - Gameplay Footage

Posted by Arkhandar on 18 May 2013 - 10:54 AM in Wii U Games and Software

Direct-feed gameplay on 1:57

 

I'm sorry but this is totally unacceptable. Those frame rate issues are atrocious.





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