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fatslob-:O said:
snowdog said:
http://www.cinemablend.com/games/Interview-Why-Unity-Engine-Good-Fit-Wii-U-47173.html

There's an interview with the CEO of Unity where he mentions that DX11 equivalent effects can be made possible.

Can't provide a link to the changelog though because someone on Gaf from Slightly Mad Studios requested people not to do so unfortunately. It basically said that the PS4 and Wii U shared DX11 equivalent shaders if I remember correctly.

Tbh, there isn't a great deal of difference between DX10.1 and DX11 anyway, just compute shaders and updated tesselation I think.

You can see from the Latte die shot that the GPU is a bit of a Frankenstein creation. The general consensus of opinion is that Nintendo and AMD took the best and most useful parts of several series of GPU and squeezed it all into one GPU.

I'm still convinced that they've included an evolution of the TEV Unit from Flipper/Hollywood but made the changes necessary to give the Wii U a standard rendering pipeline. This would explain how they could manage something like Bayonetta 2 (and The Wonderful 101 for that matter) with so few programmable shaders.

That would give developers 'free' use of HDR/depth of field/whatever else they've included but would have the disadvantage of not having a great deal of spare floppage if someone comes up with a new lighting system etc for the PS4 and One. Probably worth doing though, would just mean developers would be 'stuck' using the fixed function version.

@Bold Source please ?



I've already said, I can't provide a link to the changelog because the link was removed at the request of the developer. It was discussed a fair bit at the time, you'll have to read the Latte thread on Gaf.