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TheJimbo1234 said:
dahuman said:
TheJimbo1234 said:
dahuman said:

 


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.

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.


Erm, but we know exactly what is in the WiiU so why are you claiming we don't? It has already been stripped and tested and came out rather poor.

o_O; we don't, and we still don't, there are a lot of speculations, like I mentioned earlier, nobody is thinking it will run xbox one or ps4 levels, but we don't have enough data to know how much worse. How the parts interact with each other is unknown, and the GPU is nowhere near diciphered.