By using this site, you agree to our Privacy Policy and our Terms of Use. Close
fatslob-:O said:
curl-6 said:
fatslob-:O said:

Proof ? There is no such thing as proof, only evidence to support my substantiated claim. Why not though ? The WII U has had a full year and it didn't achieve 1080p on a graphically simple title such as W101. Even at a later date with a talented in house studio such as retro studios also couldn't hit 1080p for DKC:TF which jaggies seem to suggest. BTW the WII U is also comparatively easier to program for than the last generation hd twins so there's no excusing it of taking a long time to tap it's power ...

None of those games were aiming for maximum technical  fidelity. Both were simply content to be colourful and clean looking.

Its power hasn't been tapped because nobody has tried. There hasn't been a single game developed from the ground up for it with the aim of being graphically intensive.

If it truly had that rasterizing power you speak of then why did the developers not just gave these games a resolution bump ? Right now evidence stands at my side and until I see more games hitting 1080p I'll stand by my hypothesis that it's still likely coupled with 8 ROPs which puts the eDRAM mostly in vain.

Same reason Xbox One devs largely chose 720p or 900p over 1080p; same reason PS3/360 were so often sub-HD; because devs typically prioritise things like development time/costs over maximum resolution.

The eDRAM was not in vain; Shin'en have explained how useful it was to them, even saying their new next gen engine was possible because of it: 

"We've gone deferred+HDR. Very simple and fast on WiiU because all renderTargets fit in EDRAM.

NAN used forward rendering because we were afraid deferred would be too slow for 60fps. Fortunately it works great on Wii U"