Cobretti2 said:
As for CPU, the tekken developers said it was slower (clock speed) and they said you cannot rely on pure speed to get things done, like the 360/PS3 did. He did however say the GPU offered ways to resolve the issues they had in tekken 2 and that these things were not able to be done by 360/ps3 gpu. The developers who have complains about the CPU are mainly PC developers.
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You can offload certain things to GPU (like physics), but you still need CPU to do bulk of other stuff - that sad, WiiU's GPU is, from what rumours and physical size implies, slightly better at pixel/texture fill rates than PS360, but has decent amount of shaders more than them, so yes, certain things can be offloaded to it (as well as to audio DSP, I think I read that in typical console game these days audio can eat up to 1/6 of CPU). It's just 3rd parties are not used to do that, cause on PS360 they didn't have to do it - and I suspect, they were expecting (or hoping) they won't have to.
As for "PC developers" - PC developers must make their games/engines work for wide area of different specs and can't allow themselves to go too narrow - I'm sure that you can have game developed just for PC with i7 3770 with 7970 card and SSD that is coded to the metal and as optimized as much as 1st party console exclusives, but market for that wouldn't be too big. So it is given that, in most cases, developer who only develops for PS3 for example will know ins and outs of both archaic (by todays standards) RSX architecture and quirks of Cell better than "generic" PC developer, and will be able to squeeze more out of them.
If you look at 3rd parties, they are in similar, though, somewhat easier position - they have to make game for 2 (now 3, PC not included) quite different architectures - having those architectures similar in both design philosophy and power is a big plus for them, ensuring similar results without too much additional costs. This is the main reason why I see some of developers complaining about WiiU's CPU, cause porting obviously in some cases is not as straight forward as they might've expected, but I'm certain that in time, if WiiU's user base turns out to be valuable market for 3rd parties, they will all learn how to work around those limitations.