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Forums - Nintendo Discussion - Engines that can run on WiiU

The title should be supported engines on WiiU so you can exclude the ones that havent even tried to run it lol



 

 

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Aielyn said:
What I want to know is whether Quantum3 has been ported to the Wii U, and if HVS are making any Wii U titles (The Grinder on Wii U would be quite interesting, and I still hope HVS team up with Nintendo to make a new Conduit that has HVS's technical quality along with Nintendo's skill with game-making).

Actually, Grinder on Wii U has incredible potential, because the Wii version was going to be FPS, and the 360/PS3 versions were going to be top-down... with Wii U, you could have two players, one playing FPS and the other playing top-down, simultaneously.



We're unlikely to see Quantum3 on the Wii U due to another architecture difference - this time GPU architecture. Flipper and Hollywood, the GPUs in the GameCube and Wii respectively, have a nonstandard rendering pipeline thanks to the TEV Unit using fixed functions instead of traditional programmable shaders. That's why Wii SKUs of multiplatform games were developed independently from the PS3 and 360 SKUs.

High Voltage signed an unprecedented lifetime licence for the Infernal engine so if they are working on a Wii U title it's more likely to be Infernal engine-driven. It's not a bad piece of kit as it goes.

And no, I don't get out much lol



snowdog said:
Aielyn said:
What I want to know is whether Quantum3 has been ported to the Wii U, and if HVS are making any Wii U titles (The Grinder on Wii U would be quite interesting, and I still hope HVS team up with Nintendo to make a new Conduit that has HVS's technical quality along with Nintendo's skill with game-making).

 Actually, Grinder on Wii U has incredible potential, because the Wii version was going to be FPS, and the 360/PS3 versions were going to be top-down... with Wii U, you could have two players, one playing FPS and the other playing top-down, simultaneously.

We're unlikely to see Quantum3 on the Wii U due to another architecture difference - this time GPU architecture. Flipper and Hollywood, the GPUs in the GameCube and Wii respectively, have a nonstandard rendering pipeline thanks to the TEV Unit using fixed functions instead of traditional programmable shaders. That's why Wii SKUs of multiplatform games were developed independently from the PS3 and 360 SKUs.

High Voltage signed an unprecedented lifetime licence for the Infernal engine so if they are working on a Wii U title it's more likely to be Infernal engine-driven. It's not a bad piece of kit as it goes.

And no, I don't get out much lol

The Wii U is compatible with Wii games - they're not emulated, they're actually run natively. So the TEV system is still within the GPU. Indeed, some speculate that the TEV still being present is why the Wii U is performing so well relative to the apparent number of shaders in the system. And while I'm sure High Voltage has a lifetime licence for the Infernal engine, they have Quantum3 as an internal engine that was tweaked to optimise for Wii-type architecture, which means that tweaking for Wii U shouldn't be too hard.



We don't know whether the 8 bit CPU on Latte is accessible when not in Wii Mode. TEV instructions aren't run natively they're translated by this tiny 8 bit CPU. It would also make more sense to use an engine that is capable of handling a DX11-equivalent feature set. It's just way too much work using Quantum3 now that Nintendo have released a console with a standard rendering pipeline.