It's only code compatible in Wii mode, when two cores are locked and the cache is shrunk.Doesn't that make sense though, wii u has the strongest gpu, xbox 360 second and the ps3 last. Fighter games need low cpu resources and this seems a logical game to perform well on wii u. This follows the pattern most impartial people have predicted for wii u.
32MB is video memory and is dwarfed by the 1GB of system memory which will be fully utilised with modern games. The 32MB is really just a frame buffer and texture cache, a more generous one than 360 (10MB) but still most of the data is stored in the main 1GB of memory.
All evidence points to the wii u cpu being very weak especially when you factor in the more modern gpu of the wii u actually performs some tasks that the 360 and PS3 require their cpu's to do. The wii u cpu is directly wii code compatible somehow, that means wii software sees a cpu identical to the original wii. That means even if the processor has extended instructions the bulk of it will be identical including how it handles memory etc and the memory bus to external memory. When Nintendo decided the wii u would be compatible with the wii a huge number of performance compromises had to be made to achieve that.
The fact is the wii u is struggling to outperform current gen consoles and is meant to be a very easy console to develop for. No one is doubting the wii u gpu is superior in many ways so something else is severely throttling the performance of the wii u.
WiiU is GPU centric, but nevertheless the CPU is stronger than cell and xenon. Your argument doesn't hold water, saying its weaker because the GPU is stronger is not accurate, it doesn't work that way.
All Nintendo and IBM had to do was ensure that one core was code compatible with Wii, not a difficult task for a company specializing in custom CPU applications.
No where is WiiU struggling to outperform current gen consoles, switching an engine from relying on high clocked, in order, long piped CPUs to one with lower clocks, shorter pipelines, and out of order execution but higher IPC cannot happen without rewriting all of the game engine code, and six months or less is not enough time to do it.
The claims you're making have been repeatedly and easily buried.
As for the cache, you do realize that the services that are bandwidth sensitive are all very small. The frame buffer is immensely important despite being ridiculously tiny, 32MB is more than enough to also hold some commonly accessed texture data. Of course the rest is going to be held in main memory or streamed from disc, but the bandwidth is high enough to handle that.
To add, Nintendo are the kings of tessellation, and decent Tess allows for dynamic textures that don't get stored in RAM.
Fighters are typically more CPU intensive and regardless it would have been designed for each specific console to utilize the power available. Injustice on PS3 and 360 is running primarily on CPU, all games designed for those platforms do.
- Alex Atkin UK likes this


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