http://www.eurogamer...r-game-creators
This is a great article that really gives games some insight on what the new hardware really means, and what developers did this previous generation to get the results they were able to achieve. I will highlight a few areas that I thought really showcased some fundamental differences between current gen hardware and the Wii U.
All of the current-gen consoles have quite underpowered GPUs compared to PCs, so a lot of time and effort was spent trying to move tasks off the GPU and onto CPU (or SPUs in the case of PS3). This would then free up valuable time on the GPU to render the world. And I should point out that for all of Xbox 360's GPU advantage over PS3's RSX, at the end of the day, the balance of the hardware was still much the same at the global level. Occlusion culling, backface culling, shader patching, post-process effects - you've heard all about the process of moving graphics work from GPU to CPU on PlayStation 3, but the reality is that - yes - we did it on Xbox 360 too, despite its famously stronger graphics core.
This previous generation was kind of an odd one. The CPU's happened to be much better at working in tandem with the GPU doing graphics calucations than they were with doing traditional CPU task. Developers were leaning very heavily on the flops performance of the CPU to allow them to create better looking graphics. This is most likely why a developer like Frozenbyte immediately had better results with the Wii U than current gen system, they run Trine 2 almost exclusively on the GPU, and ask very little from the CPU. Now for a developer who has been offloading as much work as possible from the GPU to the CPU for the past 5-7 years may not find Wii U development a walk in the park. The Wii U's cpu is great at traditional cpu task, much better than the 360 and PS3, but that doesnt really matter because developers havent pushed the boundaries in those areas over this previous generation, they were using the CPU to aid the GPU in delivering the best possible graphics and sitting mostly idle in simulation aspects of games, something that the Wii U's cpu could do much better. Asking the Wii U to do a bunch of graphics processing is not something its going to excel at, and is probably another reason third party ports have been sketch over the past year. With Wii U developers are going to have to go back to square one and treat the Wii U's cpu like a cpu, and task it appropriately, and treat the gpu like a gpu, and task it appropriately. If you happen to have a cpu intensive game and arent pushing envelope in the graphics department, then perhaps learning to use the GPGPU capabilities of the GPU are in order.
Although these GPUs are not as fast on paper as the top PC cards, we do get some benefit from being able to talk directly to the GPUs with ultra-quick interconnects. But in this console generation it appears that the CPUs haven't kept pace. While they are faster than the previous generation, they are not an order of magnitude faster, which means that we might have to make compromises again in the game design to maintain frame-rate.
Some member have said it before and I am starting to agree with them, but porting a PS4 or X1 game might actually be easier than porting a 360/PS3 game. These new consoles are delivering far more powerful GPU's than current gen, but the CPU's have not advanced anywhere near the same level. So with these new consoles your going to see developers move away from tasking the cpu with graphics task like they did the previous generation, and go back to a more traditional workload assignment.
To really get the most out of the Wii U its a very fundamental difference than on current gen consoles. The Wii U may not be able to really surpass the current gen consoles in the graphics department by a large margin, they were using the CPU and GPU to get the results they achieved, something that just wouldn't work well with the Wii U architecture. Its going to be in other areas over the next few years that we really see the Wii U outclass the current gen consoles by a large margin.