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Forums - Gaming Discussion - Warriors Orochi 3 Hyper frame rate worse than PS3 version

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A couple of months back, Akihiro Suzuki noted how the Wii U’s CPU was presenting a challenge in making Warriors Orochi 3 Hyper. Reports had surfaced from TGS that the game possessed a lower-than expected frame rate and fewer on-screen enemies compared to other Dynasty Warriors titles.

Suzuki promised an improved performance for Hyper before release, but unfortunately, it doesn’t seem as though the team was able to completely deliver.

Destructoid editor Jim Sterling wrote on Twitter recently that Warriors Orochi 3 Hyper’s frame rate is “noticeably worse than the PS3 version.” In a separate tweet, Sterling wrote that it is “very bad in Warriors Orochi 3 at times.”

Source

http://gamingeverything.com/33892/warriors-orochi-3-hyper-frame-rate-worse-than-ps3-version/



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It's the Wii U's CPU really bad, Jim Sterling hate again or lazy developer???



Well these games are basically about having thousands of enemies on screen right? Very CPU intensive, Wii U's weak point.



ethomaz said:
It's the Wii U's CPU really bad, Jim Sterling hate again or lazy developer???

The developer said these games are very CPU heavy and they've yet to learn the full ins and outs of the system.  So using brute clock speed in a PS3/X360 can work but not on Wii U.  You have to rework that part of your game engine to utilize the work flow across each CPU cycle* which can be a tryign task when tryign to reach a console launch deadline.

 

* to illustrate how this works, I'm going to use a series of figures purely for demonstrational purposes.   They in no way accurately depct the real figures but it can give you a sense of how to handle the work load.

Say the PS3 and X360 can handle 6 operations per clock cycle.    At 3.2 Ghz, that's 19.2 billion operations per second.
The game engine is designed around that clock speed.

Now say the Wii U can handle 10 operations per clock cycle but clocked much slower at just 2 Ghz.   That's still 20 billion operations per second.
But the game engine as it was designed is expecting a much faster clock that isn't there.   So the game engine can only operate at 62.5% of it's design capacity.  Now they have to rework the game engine to enable the more efficient clock cycle which is what they promised to be working on but apparently couldn't manage in time.

This example is greatly simplified but should give an easy to understand reason why the game turned out like it did.



The rEVOLution is not being televised

I find it funny that it's the PlayStation fans pouncing like this.

irony.



Monster Hunter: pissing me off since 2010.

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Ethomaz is really concerned about WiiUs CPU, give him a break you fanboys...;)



Mr Khan said:
I find it funny that it's the PlayStation fans pouncing like this.

irony.


Yeah I feel kinda bad, I was always behind the PS3 when people were comparing power between the 360 and PS3, but this is kinda sad when I know the Wii U is obviously more powerful than those 2 and I see all these PS3 people talking shit about it. It's almost like people are desperate or something. tsk tsk.



I think it's to do with lazy developers not utilising the hardware effectively. Kind of like how all Bethesda's games run like crap on the PS3.



I was wondering what a Hyper frame rate was, sounded cool like overclocking. Am disappointed now. Not in the WiiU just this thread.



SvennoJ said:
I was wondering what a Hyper frame rate was, sounded cool like overclocking. Am disappointed now. Not in the WiiU just this thread.


Blast Processing rules all.