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Viper1 said:
ethomaz said:
It's the Wii U's CPU really bad, Jim Sterling hate again or lazy developer???

The developer said these games are very CPU heavy and they've yet to learn the full ins and outs of the system.  So using brute clock speed in a PS3/X360 can work but not on Wii U.  You have to rework that part of your game engine to utilize the work flow across each CPU cycle* which can be a tryign task when tryign to reach a console launch deadline.

 

* to illustrate how this works, I'm going to use a series of figures purely for demonstrational purposes.   They in no way accurately depct the real figures but it can give you a sense of how to handle the work load.

Say the PS3 and X360 can handle 6 operations per clock cycle.    At 3.2 Ghz, that's 19.2 billion operations per second.
The game engine is designed around that clock speed.

Now say the Wii U can handle 10 operations per clock cycle but clocked much slower at just 2 Ghz.   That's still 20 billion operations per second.
But the game engine as it was designed is expecting a much faster clock that isn't there.   So the game engine can only operate at 62.5% of it's design capacity.  Now they have to rework the game engine to enable the more efficient clock cycle which is what they promised to be working on but apparently couldn't manage in time.

This example is greatly simplified but should give an easy to understand reason why the game turned out like it did.

exactly, all this is because OOE granted the CPU more operations per clock cicle, but the engine of the game is raw speed intensive. But i know you are going to just forget about this an keep with the argument "the cpu on the wiiU is  slow" "my ps3 have better cpu" and all that crap



34 years playing games.