dahuman said:
TheJimbo1234 said:
| 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.
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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.
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Sorry for the late reply, work has been busy as usual, but anyways. The instruction sets in DX11 and DX10 weren't so different other than the addition of what MS deemed as a "standard" for their library with tessellation(and some improved efficiencies here and there.) The problem right now is that we don't know the full details about the Wii U and what people have come up with so far are at least DX10 type with a tessellator, but we don't know what kind of tessellator or if the Wii U is actually DX11 capable or a DX10+tessellator part(which won't matter since Nintendo is the one making their own version of the renderer.) And like all things, tessellation can be scaled, it was actually designed to scale.
I'd say it's more like a 3DS vs PSP situation TBH, on paper, PSP seems to be able to match up and apparently so with some of their end life cycle games, but in reality, games will eventually look better and surpass them in about a year or 2.
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