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Hynad said:
g911turbo said:
chris_wing said:
The Wii U is clearly underpowered for the next generation. It literally doesn't have enough power to run full next generation engines = an underpowered next generation system. If they doubled the RAM (4GB), quadrupled the RAM's transfer rate, & doubled the CPU Core count it would be flying off the shelves since it would be clearly better then last generation & it would show in the games.
The gamepad is a huge mistake in my opinion, they would have been smart to offer a bundle with the Wiimote+ & a Pro Controller & put the money saved on the pad into making the Wii U's specs next generation ready like engine makers Epic and others pleaded for them to do.


Its obvious the PS4 is going to be more powerfull than the Wii U.  However, to say it could not run next gen engines is incorrect.  Developers are refusing to PORT their next gen engines is the more correct statement.  Right now, due to the lower than expected installed base and history of poor 3rd party sales on a nintendo console, it doesn't make financial sense for them to do so. 

I could use UE4 to render 10 polygons on screen.  It's scalable.  Engine revs are usually dependent on built in hardblocks/functions that come with chip architecture revs.  That being said, the Wii U is a newer architecture that has many of those built in mechanisms, just less of them and not as fast as Sony and MS.

Scale down UE4 to work with the Wii U's specs... And what are you left with? Barely anything different from UE3.


It's not just a question of graphics. Yeah, you may end up with a game looking similar to a UE3 game. But that's isn't really what matters to the dev. Being scalable also means that you can share your assets between hardwares without needing to convert those assets to a new format or needing to change the assets because the hardware can't handle them. Wasting time to convert and adapt assets to a different engine costs money and development time.