By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:
Locknuts said:

I think the Wii was a slightly different scenario where it lacked even the basic functionality (programmable shaders etc) as well as being anemic  power wise as well as catering to a different audience.

The Wii and by extension the Gamecube had an alternative to programmable pixel shaders and it worked just as well and could pull off similar effects.
The Gamecube and Wii could easily punch above it's weight considering the hardware.
There just happened to be significantly less hardware than the HD twins to make up for that deficiency.

Wii/GC's TEV unit may have been an alternative to programmable shaders, but it worked very differently, making it difficult to translate effects over from programable to TEV. It was also less convenient and took a lot more work to get results out of; normal mapping, for instance, could be done on Wii, but you had to do it in a really roundabout way that bewildered devs used to programmable shaders, to the point where only about FOUR games in the Wii's entire library used normal mapping at all. (Conduit 1 & 2, Metroid Other M, Dewy's Adventure)

Wii U doesn't have this gap with PS4/Xbone; all three use programmable shaders. Wii U may not have all the same features, but it is confirmed to have DX10/11 equivalent functionality, so it won't be in a whole different ballpark like the Wii was.