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Stewox

Member Since 19 Feb 2012
Offline Last Active Jun 25 2014 02:08 PM

#77314 WiiPad Rumored to use Android OS:

Posted by Stewox on 07 May 2012 - 09:47 AM

If this OS is on the pad it's probably because it's opesource (low cost) and for the low-power applications and background stuff that might be running on uPad when WiiU is not powered but that'll make it portable, it would have to have ARM core (which was somehow confirmed) and actual gpu there and all the chip ... i don't see this happening at all, given to the fact there is no need for that as nintendo already has portable 3DS and iwata said it was not designed to be portable, it'll drive the cost up. The wireless range would work for around the house or like 30-50m and that's well enough.

If it's on the console it self, it's co-developed by Nintendo and so forth with updates ...

But this is still a low-probability rumor.

The Wii U itself doesn't need it. But the WiiPad does need a OS to run the apps. It makes perfect sense. Android is the best OS out. Nintendo has zero expertise when it comes to apps. If it was a bad rumor I could understand but when good rumors come you guys shoot it down like it's bad. What is that about.


You're failing to get the point, it is pretty low chance that there will be CPU/GPU chips on the uPad to enable running - there is no such thing as "apps" --- you're very confusing, but i know what you mean. These so called "apps" are applications, they are nothing special, it's one of those apple buzzwords which mean nothing special just sound cool and people think it's a worldshaker, it's bullcrap. Pretty bad opinion there on the nintendo expertise, there is no expertise for apps, they're just small applications which are made for crappy small mobile tablets, WiiU is not a small crappy mobile tablet.

And if there will be any, it'll be some kind of super low-power arm that will be some kind of background stuff, some kind of service stuff maybe to diagnose connection, calibration whatever, update the control system as we heard the extension slots are for updates (somewhere but the extension slot will most probably adapt to a number of other devices)

We don't know this, it may have portable ability, but at this juncture the uPad is only streaming in the work the console does, it cannot do anything it self without the console in range and powered on.


#74447 A second Wii U controller?

Posted by Stewox on 24 April 2012 - 12:35 PM

No hate on you personally...BUT IM F-ING SICK OF IDIOTS WHO WANT A CLASSIC CONTROLLER!!!!

Wii Motes are f-ing great no b!tching allowed.

EVERY SINGLE person who has used the tablet controller says it is LIGHT and COMFORTABLE. People dont like change when it comes to controllers look at Xbox and Playstations controller basically always the same damn thing. With Nintendo ITS TIME TO MASTER A NEW DAMN CONTROLLER dont be a scared little baby.


Man ... the tablet is the classic controller ... i don't get it what's people's problem, it has even more buttons than the classic one.


#74197 RUMOR: [Some of you are probably really happy] - Wii U renamed Nintendo U

Posted by Stewox on 23 April 2012 - 04:53 PM

none@none.none


#73089 Wii U to support directx 11? let's talk

Posted by Stewox on 19 April 2012 - 03:41 AM

Seems like your arguing over semantics


Yes, i hate when it's wrong - it boggles the mind :P

@stewox
not sure about the exact impetus for this explanation... but everyone who's confused about the issue should definitely read your post in its entirety.

@gameboysoadance
er... like nollog said, not exactly.  an api is only a part of a dev kit (it's not an engine) - really, just a library or set of specifications that allow software compontents to communicate with one another.  Unreal Engine (or CryEngine for that matter) uses the DirectX API for its PC version... what stewox is pointing out is that it's up to the 3rd parties to optimize their software for the WiiU, rather than Nintendo's job to "optimize" its hardware for 3rd party engines (whatever that would mean).


And that is common knowledge - there was just nobody to point that out -

Optimizing is done via "assembly injects" or bypassing or writting a

The point of bypassing the API is that you can write your own assembly code and overwrite the fixed instructions - it's a way of making your own code where something in the API was not provided.
A simple example is to imagine the API like a dictionary - it won't have all the words in the existance - the developer can put in new words in and "meaning/explanations"

But you can't do that on the PC - drivery are proprietary, DirectX is proprietary ... developers cannot edit them, nor bypass them. They are bound to whatever the API has and what the drivers support.

So if you have tesselation on the PC GPU and API, driver doesn't support it - you can't have it - but on consoles you can pretty much write your own driver essentially - and that's why developers are able to suck out everything the HARDWARE has because they have the access to the lowest level to the hardware. Consoles are closed systems that's why this is allowed - PCs are open, and everyone tends to secure their property and copyright.

You can check one of the Carmacks interviews - He talks about APIs/drivers in first half of the video

Jump to 2:37 to hear about GPU Race question - and drivers. But he talks about the overhead issues throughout the whole interview.


You can see what low-level access can do - when used properly the hardware can be much faster than you would ever imagine. (NGP = Vita)
https://twitter.com/...655938016837632
He talks about the Vita hardware in the below E3 2011 interview - when talking about nintendo - he says how easy it is to port big PS3 titles to Vita with only simple GFX cuts.


Here is an E3 2011 interview where John Carmack talks about WiiU for the first time - good news. If IDTech5 can run why UE4 wouldn't.
http://www.youtube.c...dsEtr-TY#t=242s
Will auto-jump to the timeline where the nintendo talk begins.

Here is a older interview where Carmack says how easy is to make up-scale ports (like Darksiders 2) but actually wanting the most of the system by building on it from ground up is a massive engeneering process.
http://www.youtube.com/watch?feature=player_detailpage&v=gshkNXDFz6c#t=424s
So ... it's quite obvious that most 3rd party WiiU games will be upscaled ports and mid-generational bolt ons. WiiU will be capable of much more.


The moto of this is - hardware is worthless without software. And hardware is much more powerful than software, it struggles to keep up with the technology, because software

Linux - on the other hand, has very high-quality code. There's a story about Wine, the Windows emulator on Linux, a developer said that they were forced to write buggy code just so the windows games would work.

So there you have it why PC games are so buggy - Windows is buggy to begin with, then the drivers, the closed off APIs ...

I think I get it. So if third-party developers use Nintedo's API(tools),which Nintendo is now letting developers use for free, instead of a UE3 engine, then games will turn out alot better; and no matter what engine is used, being Nintendo or third party, if the developers lack the skills to fully utilize these API's then the games will turn out to be a reflection of the level of API knowledge of the developer. Is that what your saying?


No and Yes ... i will quote the parts where you're correct and where not. Sorry if my long post was confusing - but i did not mention the news and the deal about free middleware - i thought everyone  following supposed to know that. I am personally not been following closely for a year this stuff - but i have spent enormous amounts of time researching everything that happend via all those neogaf threads starting with march of this year - reading stuff from beginning - i just had timeout in holidays so i pretty much don't do anything else on the internet except wiiu - don't even play anything. So i pretty much all the stuff covered.

If youd ask me 2 months ago i wouldn't have an idea. It's like a few weeks only that i covered enouhg information that i finally know everything what happend in past and now can follow present events.


Nollog summarized it correctly very quickly for you.

Console Manufacturers like Nintendo do not SELL OR LICENSE any of their engines or tools (API and SDK is NOT middleware). Unreal Engine 3 is NOT nintendo's propery. It is EPIC Games property.

People seem to think that UE3 is the only engine in the world. It's like all the cars and vehicles in the worlds would run on the same exact motor from Honda or something.


I think I get it. So if third-party developers use Nintedo's API(tools),which Nintendo is now letting developers use for free, instead of a UE3 engine, then games will turn out alot better; and no matter what engine is used, being Nintendo or third party, if the developers lack the skills to fully utilize these API's then the games will turn out to be a reflection of the level of API knowledge of the developer. Is that what your saying?


RED = That is very wrong - Nintendo does not produce these middlewares (physics engines, codebase, static analysis tools) - They provide the SDK with the customized openGL low-level API.

BLUE = the term "will" denotes 100% future certanity, the term "can" should be used here, because you can see it depends on how much effort you put into it and your programming skills.

GREEN = Correct - it also true if the developer even knows how to program good so he can bypass the API and write customized code - this is optimization - and it's hard! API is used for the purpose of making it easier/faster, but with that, there are limitations what API can do - consoels have the advantage of not having to rely on an API - while PCs do not have that luxury currently, the biggest reason why PC games are so buggy, slow, inefficient.

RED UNDERLINED: - This is so wrong ... Unreal Engine 3 is a 3rd-party engine in this case - it has nothing to do with nintendo nor anyone else than EPIC GAMES. Unreal Engine 3 is licensed by EPIC to other developers who pay hundreds of thousands of dollars for being able to use and modify it for their own games. It doesn't matter to the hardware how many games use UE3 engines - it's not bound to one particular engine (that would be stupid).  Also the whole statement context is wrong, the engine is not API. There are several completely different things here.

FREE MIDDLEWARE: This is a business deal with the several middleware companies and nintendo. A developer that doesn't have skills to create his own tools, or he doesn't have the money, resources, time ... he can invest and buy a middleware program that will help him create his game. He normally goes to a company and buys the software he needs for whatever particular platforum as long as the middleware supports that platforms he plans to release a game.
Nintendo went directly to those companies that 3rd party developers would, and obviously paid them so they would get licenses, and then nintendo would give these licenses to 3rd party developers for free. This is a way of how they want to attract new developers to the new system - nintendo is investing in 3rd party support as we speak - this is one of the ways - but nintendo has to pay money to middleware companies - the terms of these contracts are confidential and not released for public.
Now this deal is only for nintendo consoles - if you want to make a game for WiiU - you get free middleware - but you won't get these if you don't develop your games on nintendo console - so if you want to release the game for PS360 then you would have to buy the middleware your self with your own money(example, other console manufacturers might have other deals)

For example Microsoft provides /analyze (static analysis tools) to Xbox 360 developers FOR FREE! But if you want the same tools on the PC - you'd have to pay 10.000$ bucks for it. (this is a way of making X360 software less buggy cause the general public blames microsoft for crappy X360 games, but nobody blames microsoft for any crappy PC games)

HAVOK PRESS RELEASE: http://www.havok.com...wiiU-developers
AUTODESK PRESS RELEASE: http://investors.aut...9438&highlight=


It doesn't matter how good of developer you are when it comes to the PC - if drivers are crap the game is crap, there is NOTHING the developer can do to fix it, only the hardware manufacturer who owns it's rights to proprietary drivers can fix it. A very very good example of that is the release of the game RAGE by Id Software which was a total "clusterWii" said JC.

Rage game was a very high-quality peice of software - very stable and bug-less. The crap OpenGL drivers released by AMD were the sole cause of the game's erratic behavior and countless performance issues as well as crashes.
IdTech5 engines from id software does not use DirectX - it uses OpenGL - AMD/ATI opengl have always been bad.

John Carmack the main programmer engineer at Id Software who is the Einstein of programming, was not able to do a thing, he just provided AMD the information about the issues, and he could only make hacks in the game to WORKAROUND the driver issues - but he can't fix the drivers directly - he can only sit and wait for AMD Catalyst Driver team to fix the issues. So if this was on consoles - Carmack could go in and fix it him self - And Carmack is pushing the PC industry to allow developers to make low-level stuff. Heck that's why you don't have these issues on the consoles, console games don't run that good just because "their hardware is the same" - if consoles would have the same driver issues as PC they would have the same problems.


#73087 Leviathyn Article Claiming Several Yet Unseen rumors about Wii U - source ?

Posted by Stewox on 19 April 2012 - 01:43 AM

Stream processors don't mean anything. Its no longer a counting game. You also have to know what archetecture they're running and what speed etc they have been set at. Perfect example is the GTX680 (amazing card), it has 3x the amount of CUDA cores than the 580, it does not have three times the performance because the clock speed for those CUDA cores is lower than the last gens cores.

If the rumour about runnig a R6900 series you is TRUE, then we gave a power house here. This does also mean the console can easily handle 4 controllers, im not sure if it was the 6970 or 6990 that could run hawx2 on 5 HD monitors in eyefinity, so four controllers is not much of a problem


PC components don't apply to consoles - they don't buy parts at newegg and throw them together.

WiiU's GPU is a custom chip, as well as any other console - and it definitely won't be a 250W hungry GPU card that you put into your PC.


The GPU is not customized for any particular 3rd party engine - I don't know where you people get such information to make up these statements of "Wiiu optimized for UE4". But I do know that that's wrong who ever said that first has totally no idea about tech.


Ofcourse UE4 is going to run flawless - i mean, what are we talking about here. Most of the people think the engine is going to lag or it's not going to be on wiiu - why - did you see a demo?

Engine has nothing to do with GPU. Engine relies on the CPU - if the CPU is fast enough the engine will run flawlessly. As a matter of fact it's a question of how much graphical fidelity could be applied on it to run smoothly at a given resolution.

If it's not going to run smooth they'll obviously adjust and tweak the graphics UNTIL it does - i mean - where do you people get these funny conclusions and assumptions. Why on earth would they release a game that lags (one of the top devs).  We haven't seen the engine at all - we havent seen the demo, we haven't seen the normal requirements of the target specs and even if WiiU exeeds or not the target specs they can do pretty much whatever they want with the engine until the freaking thing works smoothly. There is no reason why UE4 won't be on WiiU - but there is a reason why it won't be on current gen which is PS360 - Based on what EPIC has said, it is astronomically obvious that UE4 will be on WiiU, just a matter of TIME they'll let you know about it.

Historically and the experience of how the industry works - is my basis for this - and pretty much any of those guys on neogaf if you ask the right one, one of those tech guys DCKing, Rosti, bgassasin ...etc ... ask them and see if im wrong.


#72948 Wii U to support directx 11? let's talk

Posted by Stewox on 18 April 2012 - 09:01 AM

I think Wii U is going to be more powerful than PS360, and in some cases clearly so. Once we see a game built from the ground up using the Wii U. Think how Uncharted looks on PS3. Most of the rumors(coming from sources verified in the industry) point to the Wii U being optimized for 3rd party engines. I don't see them having to do a lot of optimizing to run current gen engines personally. While games won't look as good as their PC counterparts(nobody should expect a console game to look better than top of the line PC games IMO), games that are built from the ground up on the Wii U should outclass PS360 if the small tidbits of information coming in is correct

As far as overheating and the 4850 are concerned in the OP, I have faith in Ninty. They always put out rugged consoles and remember the GPU isn't going to be an 'Off-The-Shelf' 4850. It's going to be a custom GPU that is likely similar in power to a 4850.

While it's great to see a screenshot of AC3, Darksiders II(really hyped for that game), etc.... the true test will be a game built from the ground up to take full advantage of the Wii U's HW.



If not before then :)


The fact that the industry was sucking performance out of the current generation for so long is simply because the consoles games are to be developed from ground up - they have the low-level advantage of programming access to developers.

3rd party games will not be using full WiiU potential and there will always be some 3rd party games that will not have the programming skills to fully push the technology , especially the early 3rd party games, optimizing takes time since it's delicate and harder. You can expect stuff from ID Software to obliterate the competition in 3rd party sector. First parties will obviously be the highest quality as that's nintendo we're talking about.

You can't compare console to PC - you can only come to a technical theoretical equivalents - having that in mind - the end performance potential is 40 to 60% higher simply because the PC hardware is extremely inefficient with it's OS, API and Driver overhead.

It's not the developers that would not optimize PC games - THERE IS NOTHING TO OPTIMIZE ON PC, nothing the devs can do, they just do with what they can, some devs do a better job in the challenge than others obviously. This shows you how it doesn't matter how good your codebase is and how good of a developer you are, look what happend to Rage, id software had no choices, it was out of their reach, it's all about the DRIVERS.

The point also is - those that make APIs and Drivers and Operating Systems(windows), aren't game developers.

The idea of "WiiU" being "optimized for 3rd party engines" is totally silly .. that's journalist-style misunderstanding when handing out second hand information.

The actual news was that Epic Games pushed nintendo for better hardware specs, and nintendo accepted, that's when the V5 kits bit a bit more powerful than expected .. along with the massive V4 kit spec bump.
So it was a spec bump - that's all - there is nothing "optimized" to be done - that wrong perception. The CPU has instructions that it is planned to have, that's a custom IBM chip co-developed by nintendo, The GPU has the features and machine code that it has, there is no "code for 3rd party engines" in there - it's not how the whole technology works - the API will be obviously full-proof, it's not like API would be bad .. this is not something that can be taken lightly - it would affect all games and every single piece of software using it. Nintnedo historically does a good job on the stability and quality of the hardware, nintendo uses a custom OPENGL and probably OPENAL(audio) for their machines - they will have to write / replace the whole API since the new console - making an API is definitely a job that is being developed throughout the consoles development. then there's the SDK which is not going to be finalized until release and these kinds of stuff get regularly updated after the console release, a serious bug is what they cannot accept - that won't affect just one engine, but everything. People need to stop seeing unreal engine as "special", just because of the popularity and their mod tools which i really don't like by the way (i like the sandbox approach from crytek far more than the wireframe weirdness in UDK). UE3 is very old now. IDTech5 and Cryengine 3 are better.


The middle ware is what the middleware is - if the middleware is crap - the games will be crap.
The game is what developers make - if developers are crap - the game is crap.
If the free middleware is not good enough - developers can purchase other or make their own.

The system is totally as the system is - modern hardware - there is no silly and unnecessary cutbacks in the machine code that would only allow for example: "16 bit color"

Everything depends on what is put on TOP of the system. The ease of development will be improved by better API developed by nintendo. Free Middleware is intended for certain 3rd Party developers who have little kills and resources to tackle making their own tools, it's intended for the APP and WiiUWare market that's because those indie developers obviously don't have the skills to make advanced dev tools, so they have to purchase commercial middleware which doesn't guarantee to work best - 3rd party developers will now be able to get this for free on WiiU making it very attractive and also spend that money on making a better game, which in turn ups the quality standard on the WiiU and can potentially contribute to better success - that can drive forward the popularity and therefore sales of the system.


The word "middleware" was coined because these pieces of software are EXTREMELY hard to make and only the best of programming teams can do a really good job. That's why dedicated companies were founded who focus only on the development tools and the basis of the games, one of those basis is a physics engine, for example Havok.


Game devs like EPIC and ID Software and Crytek don't rely on middleware that much - they use perforce for codebase and a few other different things, which is not really the thing that impacts the actual platform hardware ,but it really is up to the developer skill and resources to make that as high quality as possible - Carmack said that one of those Code Analysis license tools costs about 50.000$ and id Software used 3 different code analysis tools to make sure their game is super bug-less. Static code analysis is not optimizing - it's only to get rid of bugs - programmer errors. Here's an example PVS-Studio did for the recently released Doom3 source code: http://www.viva64.com/en/b/0120/

The industry usually doesn't make custom modelling tools - they use stuff like Maya, 3Dsmax and zBrush, these tools are usually not regarded as middleware because they don't interfere with the actual platform hardware and the game code. So you guys also need to know in which cases "middleware" term applies to the software - as a product. The software that is custom created at the studio is just software or dev tools, they don't call their own stuff "middleware" , middleware is usually a product / package that is done by another company and licensed / sold.


Nintendo probably has it's own custom "middleware" (which is software - it's a physics engine, development kits(modelling, mapping) , codebase (perforce) , code analysis (PVS-studio) , everyone can make his own, nothing special for experienced programmers)

The most used middleware is obviously the physics engine - these stuff is not sold like a plug-in object code, it's source code and licensed ... it can be modified and optimized so that rule "crap developer = crap game" is totally valid. It doesn't really matter what big super duper expensive "middleware" you put in your game - it won't work if you don't know how to properly implement it and make sure you don't screw up in a different area that would make the game run like crap while it's not even the middleware that would be faulty.

The "unoptimized middleware can kill the system" is a debatable statement. It doesn't kill the system it kills the games, system is fine. The middleware is the cause obviously, but this problem comes from situations where a developer purchases a lot of development tools that may not be as optimized for the system - those devs then have to work on already unoptimized development tools and the game cannot end up any better. Better developers can choose to have custom proprietary stuff making it from scratch, or are able to modify the existing middleware to fix it's flaws.


The bottom line is - whatever you do not properly program it can run as bad as a 10 year old game. WiiU will be technically more powerful than the X360 in many ways. The games will immediately look better on it, without even the violent optimizing that has yet to come, if gearbox software can make it, anyone can, gearbox software isn't really the pusher of the tech industry but they aren't bad at all, the Aliens Colonial marines being at the level gearbox described "best version on consoles" - this is a total confirmation that the much more experienced developer companies will get even better results.



Finally to conclude:
I just want to explain that the argument of optimizing engines in a way people think is against the laws of technology and also other things:
- Nintendo cannot optimize 3rd party engines: they don't have authorization to the proprietary code.
- EPIC licenses engines to other developers, but nintendo's tech is very rarely relied on third parties (except physics like havok) , they prefer their own proprietary stuff which they do not license to anyone.
- The optimization from a lower software level to some higher software engine is impossible - it goes against laws of physics and mathemathics and logic, and how the tech works. The optimization is done with the developer of the game. It solely relies on the game and what the game has inside (middleware) is totally not hardware's problem and hardware, nor API, nothing from nintendo can make up for a crappy programmed software. It's all game developers fault, obviously, if you have a stable system that doesn't RROD, but that's something else .. i talking about the aspect of situation without the low-probability variables, nintendo always makes polished systems so that's totally not a reason to worry about.

If UE3 will run like crap - it's UE3's fault.


#72669 Wii U to support directx 11? let's talk

Posted by Stewox on 17 April 2012 - 12:27 AM

Lets be clear on that it's "DX equivalent" - it's not DX at all.

Consoles don't rely on APIs - developers can suck out all the features and performance the hardware has, regardless of API features. But advanced machine code programming is very hard - only a few developers have the knowledge, skills and programming resources to fully ulitise the power - these are companies like ID Software, EPIC, Crytek ...etc ; Crytek doesn't have that much of a good skills for console games obviously in design/creativity - crysis 2 disaster.

Id Software proved that with idTech5 in Rage more than any other company. It's way ahead of the competition.

Having that in mind that closed console platforms usually have the open access to all the hardware on a very low level. Comparing WiiU hardware with equivalent PC hardware is only the on-par or the minimum of the console's actual practical capabilities -

So the capabilities of the console would appear more than actually when comparing raw hardware, to the equivalent performance on PC benchmarking since becase of all the  driver, API , OS overhead 40% of the performance is lost.


#71887 Retro Studio hires more big named devs

Posted by Stewox on 13 April 2012 - 05:05 AM

Retro studios hire's  a Sound Designer Chris Carroll

Mere days ago.

http://www.linkedin....S_CMPY_FOL-nhre


UPD: Seems like he has worked previously with Retro on DKCR ... the activity meter mentioned him just 3 days ago but this may probably mean his contract ended and he moved on to work on something else in the meantime ... that's standard shuffling in the industry, they don't sit and wait for programmers to write new engine and game (except big companies like blizzard that have tons of work have the core crews permanent - this expands the character and the soul of the games as well as the experience with the brand-franchises, they focus on a specifics and can have more time to improve on it)


#71712 Miyamoto: "Wii U and F-Zero could be a perfect fit"

Posted by Stewox on 12 April 2012 - 08:37 AM

YES!
YES!!
YES!!!


#71677 How Much Money do you Have Saved up for a Wii U?

Posted by Stewox on 12 April 2012 - 04:45 AM

That seems like a good amount for now. (Like how much I have saved up.)

I am hoping the console itself costs $300-400 USA dollars.


You'll get the console ~100$ cheaper than Europeans.


#71395 WiiU hardware to "blow current gen out of the water"

Posted by Stewox on 11 April 2012 - 12:15 AM

"Everything I have been told is "best of the current generation by a country mile but not significantly beyond that."

It is the XBox to the PS2. The Gamegear to the Gameboy. The Mad Men Alison Brie to Community's Alison Brie. It'll look better, but generational transition probably won't apply to it.

On the plus side, there will probably be nothing hardware-wise stopping downgraded ports from what people think the new XBox will offer. We're talking, like, Witcher 2 on high settings vs. Witcher 2 on low settings. Same game, same basic idea, different graphics.

But games that do take advantage of the Wii U's hardware are going to blow this current gen out of the water. I am not sure we'll see that at E3 (seriously, think back to nearly every console's launch, most of those titles don't stand up today), but I'm sure we'll see it eventually."



"The XBox was a crazy beast if used right. But it was just an analogy, it wasn't meant to be a proper comparison of power.

Dreamcast to N64 might be a better comparison?"





http://www.nintengen.com/2012/04/wii-us-hardware-to-blow-current-gen-out.html


#71136 What sort of touch screen will the WiiU use?

Posted by Stewox on 10 April 2012 - 07:09 AM

The LCD screen was probably not final

The detected resolution is 854x480 which is a pretty common FWVGA resoltion.
The LCD panel is 6.2 inch large


Calculating that you end up with a pretty good physical pixel density compared to a normal HDTV ... obviously needs this as it's being viewed up close.

1080p at 60": 37 (not meant to be viewed up close obviously!)
DSi XL: 76
Game Boy: 83
DSi: 98
1080p at 21.5": 102 (my monitor)
DS & DS lite: 107
3DS bottom screen: 128
PSP: 128
3DS top screen: 236 (because of the insane horizontal pixel density)
iPad 2: 132
PSP Go: 145
Wii U controller: 158 (assuming it's 854x480 at 6.2")
iPhone: 163
Vita: 221
iPhone 4: 326


By default this is not a bad looking screen in the beginning ... we got to see wiiu so early (2 E3s before release) ... i think we should be able to look on something like 720p rumors and the speculated quarter 1080p ... however i still do think that the resolution is low compared to what would you call HD and actually working a lot on the controllers screen with some finely tuned gameplay for specifics i think it can be a bit distracting especially when holding it as a gun when your eyes would have to be close to the screen out of the other situations.

That would be basic resolution - depends if the resolution is adjustable (not hard-locked) - then developers will have no problem at all adjusting the power of the hardware to focus where the action is - lowering the resolution when there is no much activity on the screen or some menus are displayed, which would technically be totally possible.

Another idea is to have priority on max responsiveness and performance of the video feed while the signal or console cannot keep up the resolution is lowered dynamically in real time ... I hope the freaking won't stop working if i step out of the living room and hopefully the Apps will still work.

The good news is ... this was SUPER early ... many things could change and one of them is the LCD panel hopefully with a choice for better resolution while the software wise can be choosable ... and that's the best way to do it, let the developers use either middle or high res or even low for max TV action.

Iphone4 gets that high density because it's much smaller screen with quarter-1080p (960 x 540)
And 3DS gets that for the 3D effect needs double the horizontal amount to accomodate both eyes.
http://golgotron.com...ution-revealed/


#68120 Rumors about Retro's new game

Posted by Stewox on 26 March 2012 - 07:30 AM

WHAT IF:
Retro are working with Ubisoft on Killer Freaks?


I hope that was a joke because nintendo wouldn't accept that - Retro is basically "nintendo studio with certain freedom to choose projects" - but for Metroid Prime yeah there was a lot of supervision - im not saying as supervision being invasive or don't letting developers input - that's not at all what supervision is about - supervision is very important for Metroid Prime to live up to the previous series with the correct lore, character model , art accuracy , legacy and the story obviously - + all those scan entries and hints - and the biggest point is that Retro totally understood what nintendo wants and delivered above expectations.

Retro studios is owned by nintendo for those that might not know this yet ... which makes it a first-party while some people might mix them as 3rd party, from all the western non-nintendo developers they got the earliest WiiU kits, way before anyone else got the kit ... like crytek, ID , and epic.  Expect the substantially better representation  of WiiU power and capabilities from their game if they choose to skip immediate launch window -  compared to 3rd parties that took the launch window - some being just enhanced ports. But as iwata said he wants games on launch so to not make the same mistake again - but that's questionable on the game quality, it's a big plus Retro got kits earlier so hitting the release window with quality might not be as bad as for the 3rd parties who don't even consider upping the tex and polies.

So supervision is good , but making deadlines is not so i hope nintendo doesn't get too hard on it - should rely on 3rd parties enhanced ports cause im not bothered by having no super-great omg game at launch - i want quality and im prepared to wait for it - leaning on the 3rd parties and pushing them seems to be more of a correct thing to do instead of pushing first-parties on the get go - that's not enough time to make a truly superior first-party title at launch - only possible with twilight princess cause wii and GCN were pretty much same hardware, same engine same thing - except extra controller support code.

Plus the early kits aren't anywhere close to the final product ... i just hope they don't release Retro game this year - i feel too early.

About supervision: Just look at other franchises from other games where the main character model was not consistend ... this never happens with nintendo --- oh it did , those guys that made starfox assault one it was .. fox doesn't look anything like the N64 version.

I kind of agree with the N64 version creator that Starfox should be kept in Air and not land - i don't think that was a good idea from miyamoto to introduce half-land game with similar zelda-mario mehanics, let the adventures spinoff take care of the land if they really do must - but don't let the premiere series be a half-assed game.


#67095 New Neogaf Rumour

Posted by Stewox on 20 March 2012 - 07:33 AM

totally agree with the guy in the video above

Neogaf specs kids should shut up if they don't plan to buy the system or just troll the specs down.

on every single page i see noobs who have totally no sense of things about tech industry said "ah i doubt [insert this and that]"


Do you remember ... when there was a UT3 samartian rumor on WiiU and ... the time between that ... then came the "nintendo tweaks WiiU to make sure it runs UE4"  ... so before this news , people were totally up in arms about UE4 would never be able to be on Wiiu just because EPIC said "UE4 is for next gen only"

So you see how these kids TWIST THE CONTEXT around and they think like WiiU is not a next gen console - silly.

These people don't understand the tech - it's not about power, raw calculations ... it's about the circurity, the features that are plastered on the hardware is viable for next generation engines to use --- it's about the FEATURE SPECTRUM not about the raw power ... they don't understand how hardware works. If EPIC wanted to have UE4 on Xbox360 they would have made it , technically it's poosible, they would just not be able to use the features that the 360 hardware doesn't support , switched off, simple as that, but why ... the hardware has no features that UE4 will want to use for obvious reasons in the industry (practical, commercial) so that's a waste of time if you already have UE3 running on it that's fully functional for the hardware.

So it's silly how people say "wiiu won't be powerful enough for UE4" - that's stupid statement and totally wrong. First of all you can't say a statement like that in FACTUAL format like you're Mr. IKNOWEVERYTHING ,  second it's now about power, for the RECORD, WiiU will have enough up to date hardware feature-wise to be able to WARRANT UE4 support

The news about "nintendo tweaking wiiu to make sure it runs UE4" is a TWISTER JOURNALIST-REPORTING statement that the media always makes to totally twist the EVENT .... so we go through the TECH FILTER of what actually DID OCCUR.... this means that NINTENDO ACCEPTED EPIC'S DESIRE FOR HARDWARE BUFF (and that means memory/RAM too) - that's what that news was about. And that is the news that people should be cherring about - how can it get better than that, it's the best news we could get.

And what this means - the BUFF will obviously BENEFIT a bunch of other engines not just UE4 ... CryEngine 3 ... IDTech5 .... etc

If you thought that the UE4 news about nintendo tweaking wiiu is about writting some lines of code making sure UE4 will boot properly --- no this not the case as some might think - this is just how usually stupid non-tech journalists report things.

Rumors are rumors , fakes are obvious - but you have to have TECHNICAL BACKGROUND to understand them - that's why the speculation is less than optimal in the majority of those kids not having idea about tech.

That's why the NDAs, that's why the ninjas, general people have no whole idea how things work and get done ... no company can afford leaks that will be reported in weird manner and people will get stupid assumptions on it, and companies don't usually have super geek tech-marketing guys that will know how to explain for damage control.

All this wiiU rumors and leaks are going on because the system is great - i didn't saw more stuff going on about ANY system before, combine 2 years from the get go of the Wii2 rumors and project cafe ... you could fill a long long nintendo hype train with it.

Ubisoft source confirmed.


Exactly (might be whoever mediocre studio - definitely not the people that are technically inclined to push for the best)
Nuff said


#65879 The Wii U can, in theory, run the Samaritan demo.

Posted by Stewox on 12 March 2012 - 04:54 AM

I agree with the OP as i hear constant riducolous posts by neogaf ... the noobs, that don't realize how actually this whole thing of engine porting works.

The general public thinks that the requirements of the DEMO equal to the requirements of the barebone code , that is so silly.

There is no single reason why WiiU can't run UE4 - the way that people look at it ist's the demo requirements and graphical detail and features that are applied on top, it's a simple thing of disabling , this is the idea of "scaling down" but not the ENGINE IT SELF , it just means disabling the features, while not making the engine less functional or crippled.

People are wrong in their context, the question should be how GOOD is going to LOOK with UE4 on WiiU and the real question should be the difference between WiiU and other consoles and PC. THAT's the actualy thing to worry about.

This freaking neogaf registration im awaiting like half a year and i contacted bgassassin in hopes he can tell admins and he says he did so see what happens, anyone having some sort of interaction please PM me, want to be on neogaf to fix misinformation sometimes, but i still can't post however i can login.

One guy finally addressed this here: http://www.neogaf.co...postcount=19154

As here: http://www.nintendoe...next-gen-wii-u/
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