Adinnieken said:
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Sort of but not really. Let's use an RPG for an exaple. When setting up the display for a game you can set up a number of different canvases to send the information to. So the inventory screen would be on one and the game on another. In normal games you would dump the inventory canvas into reserve memory until need. With the Wii U you would have it update but by using threading you can throattle down the update of the second canvas so it doesn't use as much memory. So if it is an inventory screen ala LoZ you can have it update when either the client or the game uses it. (A new item added, changing) So the only time the contoller is using resources is when it updatesy. For things like FPS radar HUD it would be updated a little more fequently then a stationary, but not as often as the main screen.
The thing is when the TV is being used the information displayed on the controllers will never be graphically intensive. Unless you are doing some parascope type stuff with the controller screen. But at that time you can troatle down the updates to the main screen to give extra resources to the controller.
The problem here is what most developers complained about the PSP vs the DS. It is hard to make games that make use of "all" the bells and whistles of the tech the console has. The thing is you don't have to.
Sorry if this wasn't word correctly I just got off of work and didn't have enough sleep yesterday so my thinking is a little more abstract than it usually is.