Been seeing some pretty productive technical discussion on this forum and I've decided to try my hands with contributing here.
Build 572 (27/9/13, Team Member+)
WiiU:
* WiiU Thread Setup for RVM/Envmap and Phase3 rendering
* WiiU – tweaked Gamma down again
* HUD Mirror rendering optimised for WiiU – uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1
* WiiU Increased thread priority for RenderThreadsBuild 571 (26/9/13, Team Member+)
WiiU:
* WiiU – various command buffer call state fixes + redundant sampler setting caching
* WiiU warning fix (CarPreviewObject)
* Rain lighting corrected – ambient-and-shadow buffer alias created for particles shadowingBuild 570 (25/9/13, Team Member+)
WiiU:
* WiiU shader parameter setting optimisations
* Support for rendercontext SlopeScale bias (polygon offset in GX2 speak) : fixes shadow z-fighting/mothershipsBuild 569 (24/9/13, Team Member+)
WiiU:
* WiiU – enabled multi-threaded shadow rendering
* Fix Ambient Shadow MAX_THREADS. WIP RVM multi-threading
* WiiU. DisplayLists are now double buffered – fixes crash in release when using threaded renderingBuild 568 (23/9/13, Team Member+)
WiiU:
* WiiU 0 switch over to Raw Vertex Ptr method for particle systems
* WiiU – support for Raw Vertex/Index Buffers (accelerates particle rendering, also fixes the track worn racing line)
* WiiU – adjust Gamma down a little (Ged mentioned things look a little washed out)
* Fix broken WiiU compilation after recent Gui refactor
* CHUD – fix KickOffRendering sequence around Phase3/landscape and forward rendering
This seems confirms that the API used by the Wii U is in fact GX2, and the multi-thread shadow rendering has caught my eye.
SOURCE: http://nintendoenthu...ation-revealed/