By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Good job the Wii U isn't a 7th gen platform then. It has a similar architecture to the PS4 and One, a completely different architecture to the PS3 and 360. That's why developers had problems porting from the PS3/360 to the Wii U. PS3 and 360 titles are CPU heavy due to the engineers designing the consoles that way. I don't know what they were thinking at the time tbh, it was a very odd decision.

All 3 current gen systems are going to have the floating point done more traditionally by the GPU, that's the main reason why neither of the PS4 and One have backwards compatibility...the architecture is completely different. Nintendo consoles from the 6th generation onwards have had the GPU doing the floating point work, the main difference between the GameCube/Wii and the Wii U is that they've finally ditched the TEV Unit from Flipper/Hollywood in favour of traditional programmable shaders, the handling of TEV Unit instructions is done by an 8 bit CPU which translates them into traditional shader effects.

Those engines you've listed will be ported to the Wii U without a problem. They're going to have less bells and whistles due to developers having less resources to work with but there's still over 30% of the GPU's silicon that's a complete mystery, and Nintendo are fully aware that the lack of horsepower in the Wii was a problem, and that the PS4 and One were going to be more powerful. So you call it 'secret sauce' or whatever you want, but there's still a third of the GPU that's a complete mystery.