its interesting to note that the developer admits that wii u supports compute shaders, but then he says that wii u is shader model 4.0 and that uses 55nm fabrication
well,the 55nm is obviously as big mistake since we know for sure nintendo is using 40nm
about the shader model 4.0,i wonder how can he claimthat when already said wiiu supports compute shaders?
compute shaders is something you only find in shader model 5.0,surely a directx10 hardware can use somehow try to do new features found in directx11 hardware butthat could result in low performance and a slodown in the hardware that want conceived for those purposes according to many hardware reporters and we know for sure that nintendo is about performance and optimized hardware so clearly they wouldnt give support to features that would slow down the hardware
we also know thanks to unity doc that the unity engine requires a hardware capable of shader model 5.0 to support compute shaders with the unity engine and that wii u supportsallthe features found in the new unity engine 4.0 so there is no denial it
http://docs.unity3d.com/Documentation/Manual/ComputeShaders.html
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Compute Shaders
Compute Shaders are programs that run on the graphics card, outside of the normal rendering pipeline. They can be used for massively parallel GPGPU algorithms, or to accelerate parts of game rendering. In order to efficiently use them, often an in-depth knowledge of GPU architectures and parallel algorithms is needed; as well as knowledge of DirectCompute, OpenCL or CUDA.
Compute shaders in Unity are built on top of DirectX 11 DirectCompute technology; and currently require Windows Vista or later and a GPU capable of Shader Model 5.0.
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we also know that wii u can also use multi threaded rendering thanks to project cars builds, so now we have two features found since directx11 was presented