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krizzx

Member Since 07 Oct 2013
Offline Last Active Aug 19 2015 04:20 AM

#274438 Wii U's Memory Bandwidth, GPU More Powerful Than We Thought?

Posted by krizzx on 24 February 2014 - 09:12 AM

That's not more than wha tI thought. That is exactly what I thought it was from the beginning.

 

The RAM had to be dual channel. It would make no sense for it not be giving that it was strictly two chip access and the technoloogy was so cxommon that there would no reason not to implement it effectly making the bandwith much higher than the PS3/360's without getting into th eDRAM at all.

 

Also, the CPU actually outperforms the PS3/360 CPU's in a lot of areas. Things is, the CPU is so different that no code made for one will work well on the other. You can't put Wii U code on the 360/PS3 and expect optimal reults. Likewise this cannot be done with the last gen consoles to the Wii U.

 

The problem with ports is that most of them are made with the PS3/360 as the lead platform and those are given the highest budget. The Wii U just gets a cheap port of the PS3/360 game that isn't optimized for it so the ports generally come out playing better on the PS3/360. No dev is going to spend the money to make a ground up version for the Wii U.

 

The console is significantly more powerful than last gen consoles when all is said and done though.

 

I'm waiting to see what Project C.A.R.S. has to offer.




#264862 why are nintendo systems always weakest in competition

Posted by krizzx on 05 January 2014 - 06:04 PM

Threads like this that ask questions with false pretext should be automatically deleted in my opinion.

 

How can you answer a question for witch the premise isn't even true?




#259880 My Opinion on Nintendo This Gen.(At the Moment)

Posted by krizzx on 08 December 2013 - 03:37 PM

And what does that tell you?

It tells me that people love to ride bandwagons.




#259819 Watchdogs is Wii U last hope

Posted by krizzx on 08 December 2013 - 11:00 AM

I've stated this once and I will state it again, if Nintendo last hope was a half-assed port then they would already be dead.

 

Watchgods will not sell on the Wii U and it is because the effort isn't being put into the Wii U version to make any rational person want to buy it over all of the other versions that will likely have more time and money put into them.

 

It will be like COD Ghosts, AC4 and Splinter Cell Blacklist. It will have some natural, effortless enhancements over the last gen versions such as better shading effects and higher res textures, but other than that it will be the the worst(glitchy, poor frame rate, etc) do to it being the most cheaply made.

 

I can not see any reason to promote these terrible third party ports that the Wii U keeps getting, so what would possess someone to think that guaranteed failures like this would be Wii U last hope? Statements like this are ridiculous.

 

If by some miracle this version does make a profit, all that will do is tell devs that people will buy low quality products on the hardware and give them no reason to change their strategy.

 

about Nintendo being doomed? OK.

 

Nintendo is doomed because nobody is going to buy watchdogs for Wii U.

Yeah, that is the jist of the topic from what I can see.




#250780 Dual graphics engine

Posted by krizzx on 10 October 2013 - 09:14 AM

This is something I've always held back, but the recent statement about multi-threaded shadows has really got me wondering.

 

For those unfamiliar with them http://www.amd.com/u...graphics.aspx#3

DualGraphicsEngines1.jpg

 

Might the Wii U GPU have some components of a dual-graphics engine? It was made during the time where AMD was focusing on them and and some of the stats I've been seeing in games seem unexplainable otherwise.

 

Its seems that just like ATI's old tessellators, it didn't see much usage do to priority going to Nvidia architecture and designs that were more global. Seems it requires specific programming to properly use.

 

A console on the other hand is the perfect place for hardware of that nature do to the fact that all consoles of the same name will have the exact same specs.




#250614 graphic power

Posted by krizzx on 09 October 2013 - 07:10 AM

If Nintendo was to pay for a game what do you think it should be ?

I don't think it should be. Paying for a game is a terrible idea.

 

It would set a precedent where other developers would expect Nintendo to pay them to have games on their system as well and likely refuse to port the games otherwise.

 

Nintendo stated that they are open to discussing exclusives deals with developers that approach them with one, but they aren't going to go out pay a developer to bring their game to the Wii U. They aren't desperate and that would ultimately do more harm than good.




#250514 Wiiu and game engines

Posted by krizzx on 08 October 2013 - 04:54 PM

The Wii U not having specified dev engines was never about power, ever. It was gaming politics.

 

Most of the companies were EA partners and EA is still bitter at Nintendo. 

 

Whether or not the Wii U will receive certain game engines is 100% up to the developers.




#250255 I think you should read this

Posted by krizzx on 07 October 2013 - 12:05 PM

A lot of people seem to have forgotten that Nintendo opted out of the console war long ago. They keep pitting them against Sony and Microsoft anyway, though,

 

Nintendo is trying to focus on games and people still want to fight about high/low specs.




#250241 Slightly Mad Studios Reveals Wii U Build Information

Posted by krizzx on 07 October 2013 - 10:19 AM

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 RenderThreads

Build 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 shadowing

Build 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/motherships

Build 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 rendering

Build 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/

 




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