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ethomaz said:

. but the GPU have features similar or compatible with DX11.

At least that what said Nintendo.

Even if true, keep in mind that DX11 features are now extensively focused around very GPU intensive effects:

1) DirectCompute for accelerating graphical effects such as ambient occlusion (AO/HDAO) (Sleeping Dogs, Hitman Absolution) , contact hardening shadows (Bioshock Infinite, Dirt Showdown), post-processing effects/Alpha Coverage AA (Far Cry 3, Sleeping Dogs).

If you look at the games that use compute shaders, HD7850 can barely get 30 fps at 1080P in those DX11 games. 

http://www.xbitlabs.com/images/graphics/his-iceq-x2-7970-7950-7850/10_hit-a.png

http://www.xbitlabs.com/images/graphics/his-iceq-x2-7970-7950-7850/07_sleepd.png

IMO that means Wii U's GPU won't be able to take advantage of this either since it's just too slow. And Evergreen (R700) architecture was never designed for GPGPU compute. That's what GCN is for.

2) Tessellation

The geometry engines responsible for Tessellation in GCN HD7000 parts are up to 4x faster than in HD6000 series. 

http://www.anandtech.com/show/5261/amd-radeon-hd-7970-review/12

HD6000 series has dual-geometry engines which are 2-3x faster than in HD5000 series.

http://www.anandtech.com/show/4061/amds-radeon-hd-6970-radeon-hd-6950/6

R700 GPU is 1 generation below HD5000 series......That means R700 in Wii U will have 8-12x slower tessellation performance, making this feature most likely worthless. 

If Wii U's GPU is R600, not R700, then it's a complete dog as traditional Anti-aliasing in that architecture is broken for MSAA above 1600x1000 pixels. At 1080P, the R600 would incur a 2x performance hit with MSAA over R700 series. If true, that would mean no MSAA/SMAA on Wii U at 1080P.