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Rocksteady: 360/PS3/Wii U couldn't run Arkham Knight, only next gen.


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#21 GAMER1984

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Posted 27 March 2014 - 05:19 PM

Doesn't matter to me, I bought a Wii U for the 1st party exclusives. But it does suck for the Wii U purist :(

 

basically if you want third party games you have to own something more than a Wii U... but me myself I am totally fine the indies, 1st party and exclusives (Bayo 2, Sonic Boom) will hold me over just fine for this year.



#22 Socalmuscle

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Posted 27 March 2014 - 06:06 PM

It makes alot of sense, you know. The batmobile alone uses a ton of memory, the model has even been reported to be a gig or so. Heck, even one of the character models have more polygons than the arkham asylum.

It really is for the best. Nintendo had it's chance to get the Wii U to next gen status (or current gen), but they didn't. I'll just stick to the exclusives, that's why we all bought a wii u, right? RIGHT?!?!


It's not that Wii u can't do it.

But that it can't do it with the engine made for Xbox 360 which would just be ported over.

They projected sales for Wii u based on worthless factors (played out City sales numbers and gimped Origins sales) and decided a Power based engine customization for just the Wii u wasn't worth the trouble.

Arkham knight uses a heavily modified version of ue3 - and engine that runs great on Wii u. But they'd need to port their customizations. And that may not pay off based on their projections.

#23 lucario23

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Posted 27 March 2014 - 06:10 PM

guys, a Wii U version is simply out of the question for a studio like Rocksteady, the architecture is just too different and there simply isn't enough RAM. This is the first of very few games that will truly take advantage of next Gen tech until the second half of the console life cycle. Rocksteady really does push the technology of the consoles they develop on, and for a studio of that size trying to make the masterpiece they are creating, it's just not feasible. Too little RAM, too many differences between architecture. Personally, I'm not upset. the industry needs more studios like Rocksteady and they deserve all the hype they can get. This is only the third game in the REAL Arkham Trilogy and I can't wait to get my hands on it.



#24 GAMER1984

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Posted 27 March 2014 - 06:21 PM

It's not that Wii u can't do it.

But that it can't do it with the engine made for Xbox 360 which would just be ported over.

They projected sales for Wii u based on worthless factors (played out City sales numbers and gimped Origins sales) and decided a Power based engine customization for just the Wii u wasn't worth the trouble.

Arkham knight uses a heavily modified version of ue3 - and engine that runs great on Wii u. But they'd need to port their customizations. And that may not pay off based on their projections.

 

wish they would just say it was a business decision instead of making Wii U once again seem like weaksauce that cant run crap.


Edited by GAMER1984, 27 March 2014 - 06:22 PM.


#25 Socalmuscle

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Posted 28 March 2014 - 10:08 PM

wish they would just say it was a business decision instead of making Wii U once again seem like weaksauce that cant run crap.

wish they would just say it was a business decision instead of making Wii U once again seem like weaksauce that cant run crap.

But then it wouldn't simultaneously market their game as a supreme technological effort...

guys, a Wii U version is simply out of the question for a studio like Rocksteady, the architecture is just too different and there simply isn't enough RAM. This is the first of very few games that will truly take advantage of next Gen tech until the second half of the console life cycle. Rocksteady really does push the technology of the consoles they develop on, and for a studio of that size trying to make the masterpiece they are creating, it's just not feasible. Too little RAM, too many differences between architecture. Personally, I'm not upset. the industry needs more studios like Rocksteady and they deserve all the hype they can get. This is only the third game in the REAL Arkham Trilogy and I can't wait to get my hands on it.

Not out of the question. Texture image compression and even separate textures would fit the ram just fine. Either that or there would have to be a dynamic loading of city sections depending on where your character is located on the map. With the bat mobile at high speed, it may be impossible to do that transparently. Still, I doubt many would complain if there were workarounds implemented.

But the radical x86 customizations to the ue3 engine would definitely be a big hurdle. It's a lot of work to put that effort on a console that may or may not pay off with sales.

The wii u is actually capable of some staggering polygon counts. And high res textures. And the ability to actually process everything being stored in ram. It can do arkham city.

But... It's a lot of work to customize the x86 work to the wii u power architecture. Even worse, having done that work, it would not be able to earn them easy money on the 360 or ps3, neither of which shares architectural CPU/ram similarities with wii u and both of which are underpowered for the task.

Ultimately it's a business decision. And Origins may have ensure the nails stayed put in that coffin lid.

Edited by Socalmuscle, 28 March 2014 - 10:09 PM.





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