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Mr Khan said:

The difference being the gulf in effects technology. With the Hollywood GPU having more or less the same featureset as the Flipper from GC, the Wii GPU was hampered by more than just the limited numbers which is what made porting so exceptionally difficult. In the Wii U's case, it has a graphics card capable of doing things (not just by the numbers) that RSX and Xenon can't do, and its also likely that Orbis and Durango, being better-specced as they will be, also won't be outside the field of features available on Wii U, so that porting will simply be a matter of straight up-and-down scalability, rather than the total tear-down necessary to move from PS360 to Wii


Which is why I don't understand why Epic aren't supporting it themselves at least officially. I assume there is some technical or I guess business reason why they don't. The fancy new renderer is designed for 1TFLOP+ DX11 class hardware for it's bells and whistles but I am pretty sure they said they have a striped down version (No realtime voxel bassed Global Illumination with a full deffered pipeline I would imagine) for older less capable hardware like phones, I would have thought they would port over to the Wii U even if it was just to have that checkbox for the engine. But for some reason Epic seem to be perfectly happy to push UE3 for Wii U it remains to be seen if it's a technical limitation (I doubt, but without knowing all the details it's hard to tell) or just that Epic just don't consider it worth the time (little or no demand from licensees for Wii U support). 



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