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curl-6 said:
fatslob-:O said:

There are other bottlenecks in the WII U such as the fillrates and processing power too! The WII U is theoretically all around weaker than the PS360!

You talk as if the PS3/360 didn't have bottlenecks. They did. 360's mere 10MB of eDRAM was a bottleneck. Both console's <500MB of RAM was a bottleneck.

All consoles have bottlenecks and this includes PCs too! Last gen consoles had a low amount of memory and memory bandwidth too. The WII U lacks in fillrates and that especially goes for today. The X1 lacks memory bandwidth and ROPS to make 1080p a norm. The PS4 has a pretty low end CPU so RTSs aren't going anywhere yet on the PCs. PCs also have an issue too such as multithreaded software and diminshing returns due to the limits of transitioning to new manufacturing node processes too, you'd be surprised about this. 

Every system has a bottleneck but there is an ideal solution to all problems!

Tile Based Deferred Rendering works well for the WII U because it really can't afford to waste anymore bandwidth. Light Indexed Deferred Rendering with tiled light culling works well for the PS4/X1 because AMDs GCN implementation of it's compute shader allows it to cull the unnecessary lights more faster in a scene to save resources in general.