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- Τώρα είναι 14 Ιούλ 2025, 21:35 • Όλοι οι χρόνοι είναι UTC + 2 ώρες
News: Wii U
Wii U has “capability issues” due to single processor,says VentureBeat’s Takahashi

“Nintendo only showed games with one game pad controller and the TV [at E3],” he said. “Most games out there, if you’re in a social setting, you want two controllers. Nintendo didn’t show any games that do that. They admitted in a Q&A that the games are going to run slower if you have two game pads and playing on a main display. That’s a fairly big issue for them.”
“They made a good case that you can play with one controller and multiple Wii controllers, what they call asymmetric gaming where one person is looking at the small tablet screen and trying to deploy zombies while the people playing with the controllers were all on the main screen. You come up with very creative, different kinds of games where it’s one against four, or one person going online. They tried to justify and turn into an advantage this major weakness of the Wii U, but I think a lot of people saw this as a weakness.’

Takahashi said the strongest point for the console were the creative games, which explore the capabilities of the tablet and the touch screen, but still, he found there wasn’t an “obvious blockbuster,” out of all that was shown.
“They may have had a good one in ZombieU, but in the demos it didn’t necessarily play that well,” he said. “Nintendo came up as a pretty big disappointment at E3.”
Ολόκληρη η συνέντευξη:
http://www.thealistdaily.com/news/exclusive-gamesbeats-dean-takahashi/

“Nintendo only showed games with one game pad controller and the TV [at E3],” he said. “Most games out there, if you’re in a social setting, you want two controllers. Nintendo didn’t show any games that do that. They admitted in a Q&A that the games are going to run slower if you have two game pads and playing on a main display. That’s a fairly big issue for them.”
“They made a good case that you can play with one controller and multiple Wii controllers, what they call asymmetric gaming where one person is looking at the small tablet screen and trying to deploy zombies while the people playing with the controllers were all on the main screen. You come up with very creative, different kinds of games where it’s one against four, or one person going online. They tried to justify and turn into an advantage this major weakness of the Wii U, but I think a lot of people saw this as a weakness.’

Takahashi said the strongest point for the console were the creative games, which explore the capabilities of the tablet and the touch screen, but still, he found there wasn’t an “obvious blockbuster,” out of all that was shown.
“They may have had a good one in ZombieU, but in the demos it didn’t necessarily play that well,” he said. “Nintendo came up as a pretty big disappointment at E3.”
Ολόκληρη η συνέντευξη:
http://www.thealistdaily.com/news/exclusive-gamesbeats-dean-takahashi/

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Shepard - Moderator
- Δημοσιευσεις : 6860
Wii U - Confirmed Specs from SDK & GPU Info
Main Application Processor
PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.
Main Memory
Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video
Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.
Features
Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio
Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.
Networking
802.11 b/g/n Wifi.
Peripherals
2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.
Built-in Storage
512MB SLC NAND for System.
8GB MLC NAND for Applications.
Host PC Bridge
Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.
So what do all these numbers and words mean? The part that stands out to me is "Compute Shader Support" and "Tessellation Unit" with both of those features being very prominent in DirectX 11 graphics cards. Tessellation was possible on Xbox 360/PS3 (at a high cost on performance) but has been much improved and more efficient with DirectX 11. These features alone would put the Wii U's custom "GPU7" processor far ahead of what was possible on Xbox 360 and PS3. Compute Shading is what most likely will be used by the GPU's in the PS4 and the next Xbox to take the strain off the CPU but not hampering the performance of the GPU (I realize that this can be referred to a GPGPU, but since all modern PC GPUs have this functionality it's not really necessary to call it that).
Here is a good explanation of the benefits that Compute Shading brings:
Compute Shaders are programs that are executed on the graphics processor. With DirectX 11 and DirectCompute, developers are able to use the massive parallel processing power of modern GPUs to accelerate a much wider range of applications that were previously only executable on CPUs. Compute Shaders can be used to enable new graphical techniques to enhance image quality (such as order independent transparency, ray tracing, and advanced post-processing effects), or to accelerate a wide variety of non-graphics applications (such as video transcoding, video upscaling, game physics simulation, and artificial intelligence). In games, Compute Shader support effectively enables more scene details and realism:
Optimized post-processing effects – apply advanced lighting techniques to enhance the mood in a scene
High quality shadow filtering – no more hard edges on a shadow, see shadows the way you would in real life
Depth of field – use the power of the GPU to have more realistic transitions of focal points – imagine looking through a gun sight or a camera lens
High Definition Ambient occlusion – incredibly realistic lighting and shadow combinations
Link
When you start to put all this information together, it becomes easy to understand why ports of 360/PS3 games will not really benefit much in the graphics department on the Wii U without developers totally rewriting their code. Compute Shading & Tessellation for example is something that you will not be seeing in most or any 360/PS3 ports to Wii U, and not only that but the developers making those ports on Wii U would use the same rules as 360/PS3 by making the CPU do the work that could have be done by the Wii U's GPU and it's newer technology. This will be the Wii U's version of a "lazy port" with it's extra features not even being used.
The good news is that the GPU in the Wii U should be able to accomplish all the effects of the PS4 and next Xbox, with those systems most likely being able to do "more of it" and at faster speeds. However, with the similar technology and features that all next-gen systems will have it's doubtful that the Wii U will get left behind in the graphics race since the difference will not be noticeable enough to warrant actually purchasing another console based on the sole reason of the Wii U not being able to run a certain game like what happened with the original Wii. It's encouraging that we (I say we, but I mean the industry since you could argue that the Wii had the best games this gen) will finally get back to comparing who has the best games and not the best graphics in this coming generation.
http://www.nintengen.com/2012/07/wii-u-confirmed-specs-from-sdk-gpu-info.html
Main Application Processor
PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.
Main Memory
Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video
Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.
Features
Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio
Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.
Networking
802.11 b/g/n Wifi.
Peripherals
2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.
Built-in Storage
512MB SLC NAND for System.
8GB MLC NAND for Applications.
Host PC Bridge
Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.
So what do all these numbers and words mean? The part that stands out to me is "Compute Shader Support" and "Tessellation Unit" with both of those features being very prominent in DirectX 11 graphics cards. Tessellation was possible on Xbox 360/PS3 (at a high cost on performance) but has been much improved and more efficient with DirectX 11. These features alone would put the Wii U's custom "GPU7" processor far ahead of what was possible on Xbox 360 and PS3. Compute Shading is what most likely will be used by the GPU's in the PS4 and the next Xbox to take the strain off the CPU but not hampering the performance of the GPU (I realize that this can be referred to a GPGPU, but since all modern PC GPUs have this functionality it's not really necessary to call it that).
Here is a good explanation of the benefits that Compute Shading brings:
Compute Shaders are programs that are executed on the graphics processor. With DirectX 11 and DirectCompute, developers are able to use the massive parallel processing power of modern GPUs to accelerate a much wider range of applications that were previously only executable on CPUs. Compute Shaders can be used to enable new graphical techniques to enhance image quality (such as order independent transparency, ray tracing, and advanced post-processing effects), or to accelerate a wide variety of non-graphics applications (such as video transcoding, video upscaling, game physics simulation, and artificial intelligence). In games, Compute Shader support effectively enables more scene details and realism:
Optimized post-processing effects – apply advanced lighting techniques to enhance the mood in a scene
High quality shadow filtering – no more hard edges on a shadow, see shadows the way you would in real life
Depth of field – use the power of the GPU to have more realistic transitions of focal points – imagine looking through a gun sight or a camera lens
High Definition Ambient occlusion – incredibly realistic lighting and shadow combinations
Link
When you start to put all this information together, it becomes easy to understand why ports of 360/PS3 games will not really benefit much in the graphics department on the Wii U without developers totally rewriting their code. Compute Shading & Tessellation for example is something that you will not be seeing in most or any 360/PS3 ports to Wii U, and not only that but the developers making those ports on Wii U would use the same rules as 360/PS3 by making the CPU do the work that could have be done by the Wii U's GPU and it's newer technology. This will be the Wii U's version of a "lazy port" with it's extra features not even being used.
The good news is that the GPU in the Wii U should be able to accomplish all the effects of the PS4 and next Xbox, with those systems most likely being able to do "more of it" and at faster speeds. However, with the similar technology and features that all next-gen systems will have it's doubtful that the Wii U will get left behind in the graphics race since the difference will not be noticeable enough to warrant actually purchasing another console based on the sole reason of the Wii U not being able to run a certain game like what happened with the original Wii. It's encouraging that we (I say we, but I mean the industry since you could argue that the Wii had the best games this gen) will finally get back to comparing who has the best games and not the best graphics in this coming generation.
http://www.nintengen.com/2012/07/wii-u-confirmed-specs-from-sdk-gpu-info.html

My Street Fighter 4 FanFiction Project: fav.me/d3k2f2f
PSN ID: G3n3raL986 - XBL, NNID, Steam, Skype: G3n3raL86
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G3n3raL86 - Δημοσιευσεις : 620
Wii U processing speed low compared to 360, PS3, says Tekken producer
The Wii U's processor clock speed is lower than that of the Xbox 360 and PS3, it has been revealed.
Tekken series producer Katsuhiro Harada said that the processor requires some "creative" solutions for Tekken Tag Tournament 2's Wii U version.

"I think maybe the game is coming along smoother than most people would think, as far as the look of the game," he told Digital Spy.
"As far as graphical processing and such, it's not much of an issue. But as far as the CPU goes, the clock is kinda low.
"I guess they're trying to keep power consumption down so we have to come up with creative ways to get around that and that's taking a little bit of time."
When asked whether it was lower than that of the Xbox 360 or PS3, he replied: "Maybe a little bit.
"For example on PS3 it was kind of difficult at first, but if you made good use of the different cores, you could split up the processing tasks and you could achieve very good effects. But this is kind of a different issue than that."
When discussing the progress of the Wii U version, Harada said it is "coming along quite rapidly" and isn't "far behind" the Xbox 360 or PS3 versions.
While a release date cannot be confirmed until a Wii U launch date is announced, Harada would like it out "as close as possible" to the other versions.
It was confirmed at this year's E3 that Snoop Dogg will feature in the game as a non-playable character, having contributed music to the game's soundtrack.
Tekken Tag Tournament 2 will be released for PlayStation 3 and Xbox 360 on September 14.
The Wii U's processor clock speed is lower than that of the Xbox 360 and PS3, it has been revealed.
Tekken series producer Katsuhiro Harada said that the processor requires some "creative" solutions for Tekken Tag Tournament 2's Wii U version.

"I think maybe the game is coming along smoother than most people would think, as far as the look of the game," he told Digital Spy.
"As far as graphical processing and such, it's not much of an issue. But as far as the CPU goes, the clock is kinda low.
"I guess they're trying to keep power consumption down so we have to come up with creative ways to get around that and that's taking a little bit of time."
When asked whether it was lower than that of the Xbox 360 or PS3, he replied: "Maybe a little bit.
"For example on PS3 it was kind of difficult at first, but if you made good use of the different cores, you could split up the processing tasks and you could achieve very good effects. But this is kind of a different issue than that."
When discussing the progress of the Wii U version, Harada said it is "coming along quite rapidly" and isn't "far behind" the Xbox 360 or PS3 versions.
While a release date cannot be confirmed until a Wii U launch date is announced, Harada would like it out "as close as possible" to the other versions.
It was confirmed at this year's E3 that Snoop Dogg will feature in the game as a non-playable character, having contributed music to the game's soundtrack.
Tekken Tag Tournament 2 will be released for PlayStation 3 and Xbox 360 on September 14.

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game over - Δημοσιευσεις : 1789
Μην ξεχνουμε οτι τα dev kits που δοθηκαν στον κο harada δεν ειναι και τα τελικα και δεν αποκλειεται να κρυβουν κατι. Απο κει και περα μεχρι να βγει η κονσολα και να αναλυθουν τα specs της δεν μπορουμε να ακουμε τοσες διαφορετικες γνωμες και να βγαλουμε συμπερασματα.
Παντως το αγγλικο κειμενο που παρατεθηκε εδω μου φανηκε πολυ πιο ηπιο και αλλα καταλαβα σε σχεση με την εικονα που μου εδωσε το αρθρο στο σαιτ.
Παντως το αγγλικο κειμενο που παρατεθηκε εδω μου φανηκε πολυ πιο ηπιο και αλλα καταλαβα σε σχεση με την εικονα που μου εδωσε το αρθρο στο σαιτ.
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alex4444 - Δημοσιευσεις : 745
Wii U is 'definitely more powerful than 360 and PS3' - Scribblenauts dev
5th Cell CEO finds console power argument "frustrating".
http://www.videogamer.com/wiiu/scribblenauts_unlimited/news/wii_u_is_definitely_more_powerful_than_360_and_ps3_scribblenauts_dev.html
5th Cell CEO finds console power argument "frustrating".
http://www.videogamer.com/wiiu/scribblenauts_unlimited/news/wii_u_is_definitely_more_powerful_than_360_and_ps3_scribblenauts_dev.html

My Street Fighter 4 FanFiction Project: fav.me/d3k2f2f
PSN ID: G3n3raL986 - XBL, NNID, Steam, Skype: G3n3raL86
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G3n3raL86 - Δημοσιευσεις : 620
ZombiU at ComiCon 2012 – New Screenshots Prove Wii U is Far More Capable Than First Realized
New screenshots of Ubisoft’s Wii U launch title, ZombiU, have recently surfaced during ComicCon 2012. The most impressive screenshot among the ones received is plainly labeled as the ‘Nursery Nurse’.
If this screeenshot is any indication of the Wii U’s capabilities, then gamers everywhere are in for a surprise when future titles are released for the system (especially if those titles take advantage of the system like ZombiU apparently does). This proves the Nintendo Wii U is more powerful than naysayers are claiming.
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_nursery_kitchen_zombies.jpg
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_screenshot_safehouse_rebirth.jpg
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_screenshot_-nursery_nurse_date.jpg

New screenshots of Ubisoft’s Wii U launch title, ZombiU, have recently surfaced during ComicCon 2012. The most impressive screenshot among the ones received is plainly labeled as the ‘Nursery Nurse’.
If this screeenshot is any indication of the Wii U’s capabilities, then gamers everywhere are in for a surprise when future titles are released for the system (especially if those titles take advantage of the system like ZombiU apparently does). This proves the Nintendo Wii U is more powerful than naysayers are claiming.
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_nursery_kitchen_zombies.jpg
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_screenshot_safehouse_rebirth.jpg
http://webguyunlimited.com/pixelperfectgaming/wp-content/gallery/zombiu-comiccon-2012-screenshots/zu_comiccon_screenshot_-nursery_nurse_date.jpg


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game over - Δημοσιευσεις : 1789
Ubisoft 'does not have a huge R&D investment in Wii U'
French company says Wii U ports cost less than €1 million
http://www.computerandvideogames.com/359305/ubisoft-does-not-have-a-huge-rd-investment-in-wii-u/?attr=CVG-General-RSS&cid=OTC-RSS
French company says Wii U ports cost less than €1 million
http://www.computerandvideogames.com/359305/ubisoft-does-not-have-a-huge-rd-investment-in-wii-u/?attr=CVG-General-RSS&cid=OTC-RSS

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Shepard - Moderator
- Δημοσιευσεις : 6860
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