| lilbroex said:
You should have used the Frobllins demo. It was actually made for the 4850.
Of course the GPU and CPU in thd WIi U are custom built. The GPU will have a DX11 level tesselator which the 4850 didn't. |
I thought of using the Froblins demo but the Uengine demo demonstrates something that is likely going to be very important for the next generation of systems; the ability to scale the graphics to run on anything from the current HD consoles to a top of the line PC.
The "base" level of the Uengine demo is a little to demanding for the HD consoles, but you could easily imagine creating a game that runs at 720p@30fps on the HD consoles with low detailed textures as being the "base" level of a game. For the Wii U (and similarly powered systems) you used medium level detail and turn on tessellation to low level (which subdivides models that take up the most screen realestate) and render at 720p. If there are substantially more powerful consoles you use high detailed textures and turn tessellation to a medium level (which sudivides the models at a moderately further distance) and render at 1080p. For high end PCs you use the maximum texture detail and turn tessellation to the maximum level.
For the developers you're creating one game that can be played across multiple platforms, for gamers you get games that look (just about) as good as they can on any platform you own.







