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dahuman said:

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.


No - many dx11 features can not be scaled. This has been the case with other features such as msaa etc. Either you used the old version, or the new one as the new method was very intensive and could not scale. And regardless, if the features that can be scaled are, you just end up with what we have..

Also we know exactly how powerful the WiiU is. It has been taken apart and analysed extensively. The result; not very powerful at all and on par with current consoles.