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DarkTemplar said:

I am sorry to disappoint you but I am not able to precisely say how much because I do not have enough information about the Wii U hardware or about its SDK. However, I can elaborate more on why it is more demanding...

Memory: you will need a few more megabytes to store both frame buffers (Wii U eDRAM helps a lot on this). If the game streams data to the RAM from a media device (disc or HDD) while the game is running, we will need more band width from both RAM and the device where the game is stored. Finally, to not slow down the game, more RAM may be needed because we will have to load more objects into the memory. For instance, imagine a FPS that loads on the RAM memory the whole floor where a player is. Now imagine that one player is using the TV while the other is on the game PAD and each of them is a different floor, now (suddentlythe game will have to be able to have two floors on the RAM at the same time.

GPU/GPU: I belive that running the rasterization process for two different view ports at the same time may really hurt the GPU and CPU perfomance. I already talked about the "Principle of Locality" but we have to be aware that both GPU and GPU will have to no only make more access to the memory but to process more dada as well. Let's use our FPS sample one more time, know imagine both players are at the same point, however while one is looking north the other is looking south, in orther to rasterize both screens the GPU and CPU will need rasterize all the "visible" objects on both sides of the floor.

So if both players are looking at the same perspective, it becomes less taxing because the same polygons, animations and texturesare being processed just once ?