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JEMC said:

I know about the disadvantages Wii had compared to the other consoles, but the point is still the same. When a game is based on the number of enemies like Dead Rising, you can't scale it down to a point there are few enemies. And the same will be true for open world games.

I'm not sure RAM will be too much of a problem with textures, as they can be streamed from the disc on the fly, without the need to have them storaged on the RAM (although they will be of a smaller size/quality than the textures for the other consoles).

The thing is, with the figures we had until now, there were developers talking about the PS4 version of their games being at 1080p@60fps while the Xbox One version being 720p@60fps. If those are their targets, what will they do with WiiU? 640p@30fps?  

I wouldn't mind that, it's perfectly fine for me. But given how later in the gen devs will need more power to "fulfill their vision" (ie. to make the games pretier, not better), how will the WiiU be able to cope with that?

That's a flawed argument you've put together, Chunk has already addressed some of it so I'll address the rest, you're basing your entire argument on the U being massively underpowered which isn't the case even under the speculated numbers, the console is easily with in range of multiplatforms and now with an architecture to help ease development. It's all well harping on about later on in the gen except the Wii U as well will be advancing as time goes on, a lot of people use this argument as if the U won't progress any further from what it is now.

Developers don't need more power for their visions they just want more power to be extra lazy that's what it comes down to otherwise they'd all be developing exclusively for PCs. Again Wii is a different scenario, the console was around 20x behind in power and didn't use the same technical approach in rendering and so on, Dead Rising was ported to RE4's engine and released on Wii rather then be made from the ground up like COD:MW.