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The Wii U can run Unity 4


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#21 3Dude

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Posted 28 July 2013 - 04:49 PM

The Wii U runs an engine every other game device currently on the market is able to run?!
 
Holy crap! This is truly a display of the Wii U's true technical capabilities!


Its a more impressive display of the sheer force of logic rending willpower some people will go through to deny this.

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#22 Zinix

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Posted 28 July 2013 - 07:02 PM

B-b-b-b-ut they told us the Wii U couldn't run next gen engines ! 


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#23 wombateer

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Posted 29 July 2013 - 06:38 AM

Is there a list of what Unity powered games are coming to Wii U?



#24 Mahmoodinho98

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Posted 01 August 2013 - 06:05 PM

Guys i guess developers just dont like the idea  of the gamepad ( just a thought)



#25 WaflCake

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Posted 02 August 2013 - 03:41 PM

It's the fact that since the Wii was under powered, every jerkoff top tier developer assume it would drop faster than the PS Vita.

 

Sega is releasing Castle of Illusion for every console EXCEPT the Wii U (as far as we know), which sucks.



#26 Cloud Windfoot Omega

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Posted 03 August 2013 - 06:33 AM

It's the fact that since the Wii was under powered, every jerkoff top tier developer assume it would drop faster than the PS Vita.

 

Sega is releasing Castle of Illusion for every console EXCEPT the Wii U (as far as we know), which sucks.

let me let you in on a secret, most modern devs don't know rainbow about how strong a console is. There are a few, but generally those guys don't go around talking about it, though i know a few that do and their  reasoning is because they are A jerks who can get away with being an unknown on the internet and "leaking" information (insert want to watch the world burn meme) or 2 have prior bias. Otherwise those who  develop the engines like to keep the comments they make  closer to what their company wants them to think (they make the bigger paychecks, and usually want to keep it that way)

 

though some do slip though the cracks.

 

But most of the statements about the wii u being extremely weak coming from devs really only happened  either early in (THQ's metro dev) and during the ea fiasco. There has only been praise or silence for the wii u now (not including talking about sales)

 

the only people now calling the wii u weak is those who may still have grudges (none i have seen recently) the media and  the gaming public such as gaf.



#27 3Dude

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Posted 03 August 2013 - 11:03 AM

The wii u now officially supports Direct x11 features. It is Over.

http://www.drivingit...showtopic=63114

WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT).

Again.

IT.
IS.
OVER.

Individuals who know who they are may pick up their crow from the buffet table.

crow.gif

I suggest relying on facts rather than hysterical hearsay next time for better results.

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#28 Cloud Windfoot Omega

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Posted 03 August 2013 - 01:04 PM

The wii u now officially supports Direct x11 features. It is Over.

http://www.drivingit...showtopic=63114

WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT).

Again.

IT.
IS.
OVER.

Individuals who know who they are may pick up their crow from the buffet table.

crow.gif

I suggest relying on facts rather than hysterical hearsay next time for better results.

... its still a work in progress, so its not accually in but it  gives it a great chance (wip = work in progress) but what is interesting is they are calling it (the shadowing) a multitreaded task even if they dont have it in fully yet. I find it hard to believe that the CPU is doing the rendering of shadows...


Edited by Cloud Windfoot Omega, 03 August 2013 - 01:19 PM.


#29 3Dude

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Posted 03 August 2013 - 06:53 PM

... its still a work in progress, so its not accually in but it gives it a great chance (wip = work in progress) but what is interesting is they are calling it (the shadowing) a multitreaded task even if they dont have it in fully yet. I find it hard to believe that the CPU is doing the rendering of shadows...

Yes, I know what wip means. Though it doesnt mean its not in. In fact it means the exact opposite here, its a project change log, not an expiriment or an attempt where the outcome is unknown. Its in, its up, and its running. If it wasnt, they wouldnt have added it to the projects change log. It simply has a lot of room for optimization and platform specific fixes.

and yeah, its not on cpu, the gpu is handling it. Its multithreaded not multicore. Gpu's have butt tons of threads.

dx11 multithread rendering specifically allowd the cpu to send more data to the gpu, to be worked on simultaneously, so no one processor is waiting on anothers thread to be able to finish a process.

Dx11's multithread rendering is one of the biggest improvements made to the api this version.

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#30 Cloud Windfoot Omega

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Posted 03 August 2013 - 09:55 PM

Yes, I know what wip means. Though it doesnt mean its not in. In fact it means the exact opposite here, its a project change log, not an expiriment or an attempt where the outcome is unknown. Its in, its up, and its running. If it wasnt, they wouldnt have added it to the projects change log. It simply has a lot of room for optimization and platform specific fixes.

and yeah, its not on cpu, the gpu is handling it. Its multithreaded not multicore. Gpu's have butt tons of threads.

dx11 multithread rendering specifically allowd the cpu to send more data to the gpu, to be worked on simultaneously, so no one processor is waiting on anothers thread to be able to finish a process.

Dx11's multithread rendering is one of the biggest improvements made to the api this version.

i am saying  that it kind of  hurts the 176 theory more because if  176 was true than no one in their right minds would waste more then one thread on it.but obviously, they can and it  works better that way. 8 units, but  those units have lots  of mystery with people wishing only to low ball them



#31 3Dude

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Posted 04 August 2013 - 04:15 AM

i am saying  that it kind of  hurts the 176 theory more because if  176 was true than no one in their right minds would waste more then one thread on it.but obviously, they can and it  works better that way. 8 units, but  those units have lots  of mystery with people wishing only to low ball them


Oh, Yeah, no, the 176 theory has been shot down by everyone on gaf except the most blatantly obvious trolls.

Sorry, I wasnt even thinking about that theory anymore.

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#32 GAMER1984

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Posted 04 August 2013 - 08:23 AM

Oh, Yeah, no, the 176 theory has been shot down by everyone on gaf except the most blatantly obvious trolls.

Sorry, I wasnt even thinking about that theory anymore.


Even though one of the so call "experts" claim its 176 and nothing more and the story is over. But there is a big group that isn't buying it. And that group is seen as radical fanboys that want the Wii U to be more powerful than it actually is.

#33 alan123

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Posted 04 August 2013 - 08:32 AM

Where are the Unity 4 based games going to be released then ?



#34 Arkhandar

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Posted 05 August 2013 - 04:00 AM

Oh, Yeah, no, the 176 theory has been shot down by everyone on gaf except the most blatantly obvious trolls.

Sorry, I wasnt even thinking about that theory anymore.

 

Why?


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#35 3Dude

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Posted 05 August 2013 - 04:14 AM

Why?


Because its a very poor theory, with very poor backing, that relies on several large leaps of faith that ALL MUST be true, and even at that point doesnt really make sense.

First and foremost, Jim from chipworks who provided the die would have to be an incompetant buffoon, directly proven wrong by a random poster on gaf.

Than we would have to assume a random internet poster identified these parts because they have a similar (but not the same) geometric shape, without any knowledge of what alu's are inside. AND none of the over 50% of unidentified die space logic is rearranged registers unidentifiable because a computer customized the layout to maximize use of die space.

Then we have to assume his theory about a different fab process with renseas because they were the only supplier who could for some reason provide such undense edram of a different process size from the rest of the gpu (Which while technically possible... Has never been done that ive seen, anywhere)to make it so large (Nintendos switch to tsmc puts a serious wrench in this theory)

Rather than the common occurence of increasing density, and footprint to gain a desired amount, which is VERY common.

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#36 Arkhandar

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Posted 05 August 2013 - 04:23 AM

Because its a very poor theory, with very poor backing, that relies on several large leaps of faith that ALL MUST be true, and even at that point doesnt really make sense.

First and foremost, Jim from chipworks who provided the die would have to be an incompetant buffoon, directly proven wrong by a random poster on gaf.

Than we would have to assume a random internet poster identified these parts because they have a similar (but not the same) geometric shape, without any knowledge of what alu's are inside. AND none of the over 50% of unidentified die space logic is rearranged registers unidentifiable because a computer customized the layout to maximize use of die space.

Then we have to assume his theory about a different fab process with renseas because they were the only supplier who could for some reason provide such undense edram of a different process size from the rest of the gpu (Which while technically possible... Has never been done that ive seen, anywhere)to make it so large (Nintendos switch to tsmc puts a serious wrench in this theory)

Rather than the common occurence of increasing density, and footprint to gain a desired amount, which is VERY common.

 

Although it's not really that relevant, could we be looking at more than 352 GFLOPS? Fixed function units?

 

Assymetric shader units maybe? http://www.neogaf.co...t=#post47314378


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#37 Grooseland

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Posted 05 August 2013 - 07:49 AM

I think that guy from Gaf (fourthstorm) is really desperate to just come up with a concrete answer because he spent a lot of time looking at the Chipworks pictures that he become frustrated to not find anything. Not even the guy from Chipworks could decipher anything from that picture and he does that for a living. 

 

I think that fourthstorm was irresponsible by saying that it was a "fact" and that's that... period. People on that same thread counter his "fact" a lot of times but of course, if there is a "negative" thing about Wii U then is a "fact".



#38 Arkhandar

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Posted 21 August 2013 - 01:27 AM

The wii u now officially supports Direct x11 features. It is Over.

http://www.drivingit...showtopic=63114

WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT).

Again.

IT.
IS.
OVER.

Individuals who know who they are may pick up their crow from the buffet table.

crow.gif

I suggest relying on facts rather than hysterical hearsay next time for better results.

 

The Wii U might support DX11 level feature but, fast forward to GDC Europe 2013 and I was right after all. Unity does not.

 

Unity for Wii U still only supports DX10 level graphics whether you like it or not. We're already in Unity 4.2 so please don't bring up the same arguments again of how future updates will bring all the features from the PC version because by the looks of it, it won't.

 

 

http://www.polygon.c...e-to-developers

A representative for Unity ran through how the development tools had been optimized for the Wii U version of the SDK. Most of them were fairly esoteric: The Wii U version of Unity supports DX10 level graphics, deferred rendering, GFX output support on the Wii U GamePad (using its forward-facing camera) and a few other specification-heavy tweaks.

 

Specification-heavy tweaks? Yeah, right.


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#39 GAMER1984

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Posted 21 August 2013 - 01:43 AM

wow! nice bump



#40 3Dude

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Posted 21 August 2013 - 03:48 AM

The Wii U might support DX11 level feature but, fast forward to GDC Europe 2013 and I was right after all. Unity does not.
 
Unity for Wii U still only supports DX10 level graphics whether you like it or not. We're already in Unity 4.2 so please don't bring up the same arguments again of how future updates will bring all the features from the PC version because by the looks of it, it won't.
 
 
Specification-heavy tweaks? Yeah, right.


Are you seriously going to make the same exact mistake over again?

1. There is no transcript, so its all just a journalists word.

2. The first thing the journalist does is admit he didnt understand anything that was said, or the context it was used.

3. He then recounted some buzzwords and phrases out of context which he clearly didnt understand.

There are already several unity 4 games running on wii u with dx11 features. There is actually more coming now than the ones listed before you bumped the topic.

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