By using this site, you agree to our Privacy Policy and our Terms of Use. Close
charger8 said:
snowdog said:
I've already told you why the PS3 and 360 ports for the most part have had performance issues.

Again, I'm not for a second saying that the Wii U is comparable to the PS4 and One in terms of power. It sits somewhere between the PS3 and Xbox One, and as a result won't have any problems running down-ports from the other two current gen consoles. Developers will find it a great deal easier to port between the current gen consoles due to having virtually the same console architecture.

And have you any sauce for that developer and his 176GFlops claim? Developers do have strict NDAs.


So I show u proof of 350 glops gpu running 360 games with higher resolution and setting and you tell me Wii U is some how in between x1 and 360 that means the Wii U gpu is 600flops that makes sense.


The likes of Super Mario 3D World, Mario Kart 8, Bayonetta 2, X and SSBU - most running at 720p native at 60fps with v-synch enabled - running on a GPU with 176, or even 352GFlops, doesn't make sense either.

There's a lot more going on under the hood than we're aware of, that much is quite clear to anyone with any sense. I'd put money on AMD and Nintendo working together to evolve the TEV Unit so that it gives the Wii U fixed functions whilst keeping the rendering pipeline standard. This would give developers 'free' use of common shading effects, lighting and shadows and depth of field. It would explain why the ALUs are so big and explain how it can run the above games with those settings.

We know that the Wii U punches above its weight. How much remains to be seen, as I've said before Project CARS is the only game we can fairly compare to the other console SKUs - and you should also remember that Slightly Mad Studios canned the PS3 and 360 SKUs because the consoles weren't powerful enough to do the game justice...and they've kept the Wii U SKU going. That alone should tell you something.