Viper1 said:
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. 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. This example is greatly simplified but should give an easy to understand reason why the game turned out like it did. |
Just stop already your making to much sense.
"Excuse me sir, I see you have a weapon. Why don't you put it down and let's settle this like gentlemen" ~ max