zorg1000 said: Can u explain what this means? |
Basically, it is some insight on how Nano Assault Neo was developed for WiiU and how that was going. It would be helpful if you know the game, to set this into relation. Nano assault Neo is a small download-game with small levels but with fast gameplay and a lot of shiny effects. So basically you can expect it is a game that is heavy on the GPU (graphics and all) and don't use much of the main memory (the BIG discussion point of PS4 and XBOne) and main CPU. What he says basically confirms that.
Firstly he speaks about fast eDRAM that is asociated with the GPU. That is important to render the frames fast. Transferring between main memory and memory associated with the GPU can take time, so having enough memory where to render all you want helps to get to 60fps. He says, WiiU has enough of the fast GPU-memory to render 1080p without a sweat, in difference to XBOX360 where you need to restrict yourself to 720p or to render in multiple passes (slower, depending on effects probably not fast enough for 60fps). So that part basically says, that it should be no problem for devs to make games on WiiU 1080p@60fps. No arcane coding needed for that (That's the part with HDR and RGB, he says the memory is plenty enough so that you don't have to think about clever solutions to realize some stuff). He also mentions, that the resources are enough to power also the gamepad.
Second he speaks about shader-optimisations for Nano Assault Neo. You have to know, programmers start out making stuff work and then look into details to optimize it. OK, normal programs are mostly never optimized, but that is important for games, as a fluid gameplay is what gamers expect. The shader-part says, that he is talking about GPU-programming, that means the graphics part of the game. He says, although Nano Assault Neo is using a shiny graphic, they never had the need to optimise much. The first attempt was already fast enough to run the game with the fast-paced gameplay and at 60fps. They looked later into it and saw, they had the chance for some optimizations. That means, as more speed (more than 60fps) is not a really good option, they could add even more effects to a game like that. Meaning a successor to the game might look even better and still run at 1080p@60fps.
Last he speaks about the main CPU. As expected the game doesn't use it much. He says it only uses one core and makes the sound at another. As sound was in past consoles often made on the main core people already know how to make it without using much of the CPU-power. So, plenty of main CPU-power left. That doesn't will help much on the graphics-side, but can be used for simulating-parts or stuff. Pikmin for examples will use the main CPU for calculating how all the Pikmin follow their given tasks. That is a game that uses more of the main CPU. Other stuff you can make with the CPU are AI or random level generation. Again, Shinen's game is no good measure for that, as it was to expect it would use not much of the main CPU and he basically says they used basically the third part of it.
He doesn't even speak about main memory. Nano Assault Neo would not need much, it has small levels. Games with big levels and open world games will make use of much main memory. As it is the main talking point of PS4/XBOne we can expect to see such games there.
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