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SubiyaCryolite said:
curl-6 said:
SubiyaCryolite said:

Yes, but it would best the WiiU graphically thats for sure.

On topic, everything Bayonetta 2 does on Wii U (textures+scale) is largely due to the RAM. Its nice but from a purely technical standpoint its not so impressive given the age of the 360 and the enhancements facilitated only by ram if nothing else. As it stands no single game has shown the Wii Us gpu to be above of that of the 360 in terms of raw power, almost every enhancement seen so far is a result of extra ram or dev time. Why, because share the exact same geometry, exact same resolution and usually lower framrate. That doesnt scream power.

A Wii U with a 16 core CPU, 16GB of RAM, and a high end PC GPU would best the PS4. See how pointless such claims are?

Games like Trine 2 and Need for Speed showed GPU-relevant improvements on Wii U over 360; resolution, water shaders, and anti-aliasing in Trine, reflections and framerate in Need for Speed.


The framerate of Most Wanted U is exactly the same as the 360/PS3 and it sometimes drops to lower levels.

The world and car geometry is exactly the same.

It has the exact same resolution. 

The Textures are a result of RAM. 

The lighting was rewritten for the Wii U as well "Dev Time", theres no saying it couldnt be applied to the 360. Im basing this on Oblivion 360 vs Oblivion PS3 (a year later and significantly better looking on more or less identical hardware). 

Road reflections "could" have been left out on the consoles because of RAM as well, Im not sure how taxing that would be from a GPU standpoint, I cant confrim this obviously. 

Trine 2 operates at the same resolution, though the 360 & PS3 use dynamic scaling in parts. It has a locked 30fps framerate. Exact same geometry. The Anti Aliasing on the Wii U is more "refined", see Oblivion 360 vs PS3. 

"higher-resolution textures and more detailed foliage are used in many places throughout the game" == RAM.

"Other refinements to the PC game are more subtle - such as the use of higher-quality normal map compression, increased water complexity and splash effects - but these elements work well with the inclusion of higher-resolution textures to deliver more detailed imagery on screen in a way which emphasises the lush look of the environments" == RAM. Water & Splash == Physics == Dev time. Assuming these are CPU based theres no reason they shouldnt exist on 360. If GPU based then those DX11 Compute extentions came in handy.

"A look at the Wii U version of Trine 2 yields no unwanted surprises either - performance is a match for the 360 game with a straight line on our FPS graph showing a solid, sustained, consistent 30FPS update with no tearing in sight." == On par with 360s GPU, whuch has no tearing either.

"this partially explains the 1890MB file-size over the 1.1 GB on the 360 and 1144MB on the PS3, with higher-resolution assets also taking up additional space. " == RAM

If Bayonetta 2 is native 1080p I'll have to eat crow but every gameplay video released thus far has OBVIOUS jaggies even in 720p so I wont hold my breath. Smash will be 1080p but it lookes like Brawl with higher res textures so that isnt off the table. Same with DK.

Mario Kart 8 looks really impressive and if thats 1080p I'll eat crow too. Though the latest trailer also had obvious jaggies.

Taxing realisticish games like Pikmin 3 run at 720p30.

Nintendoland which is quite the looker also runs at 720p60.

Mario 3DLand looks great but uses artstyle to great effect to achieve 720p60.

NSMBU 720p60.

Project cars 720p30.

99.99% of 3D realistic or semi realistic Wii U games 720p30 or sub 30.

If Im wrong Ill gladly eat that humble pie but I dont believe I am. 

My point still stands. Its not like the PS4 version of Trine 2 that runs at 1080p60fps. Trine 2 could even hit 4K at 30fps. 4 bloody K at 30fps. Thats an OBVIOUS generational increase in raw GPU power not present on the Wii U.

From digital foundry's Need for Speed Wii U analysis:  "rather than being bogged down by the extras, we're instead seeing a frame-rate that sticks to its target more diligently than either the PS3 or 360 versions." 

"Dust clouds appearing around tyres brings that refresh hurtling down to a constant 20FPS on rival consoles, but the Wii U dips to just 25FPS for that same duration. It's a clear result that tips the scales even further in favour of this latest version of the game."

The latter in particular, better handling of alpha transparencies, is a GPU issue. Extra reflections also have to be rendered by the GPU.

Likewise, for Trine 2, the Wii U's superior water shaders, anti-aliasing, and locked 720p resolution versus dynamic downscaling to sub-HD to maintain performance on PS3/360, all mean more work for the GPU.

While it may seem to make sense at first glance, the "dev time" excuse doesn't work in practice, because PS3/360 have an extra six years of developer experience and engine optimization on their side, which is a much bigger advantage.