TheJimbo1234 said:
But you neglect if a game relies on a feature set as part of the core gameplay. To remove that would make a game not function, thus not scalable eg what I listed before. Also many devs are starting to realise that to comprimise is not always the best choice and what to capatilise on having new features in vast numbers (which they will need seeing how stagnant the market has become). GPU power comes from the architecture. Just look at the nvidia 4xx to 5xx series. Same size trans, different architecture (and these are not "fancy words", simply the correct and only words that can be used). Oh right, anything techincal about the WiiU is "bashing"...seriously? Anyway, there is no solid confirmation yet to what new engines the WiiU can run and how well, and looking at current spec etc, it doesn't look good. That is simply an engineers view point on this topic. |
You yourself said "close," so why are you trying to argue with me about it? ^_^;
You are talking about physics and maybe AI, I'm talking about graphics fidelity, which most times can be scaled if the feature sets are the same. The most problem I saw with the UE4 engine on PS4 is actually how much the FPS suffered when physics were in motion, hopefully they will optimize it to the PS4 and scale it correctly in the future so the devs won't suffer from it. In the case of rendering the physics calculated and the scene required from the tessellator, raw power matters much more. Those are also not fancy words to start with, not sure where you are getting at.
It only turned into bashing because of your last sentence, and being an engineer doesn't guarantee you are always right, I'd know. The problem is nobody knows how well the Wii U can really do yet in the long run because Nintendo is being a bastard about it, it will look shittier, but how much shittier is what we are trying to find out.








