By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Zero999 said:
curl-6 said:

Nano Assault is 82MB, but yes, it is incredibly small for how good it looks. Shin'en have said that Art of Balance for Wii U will be around twice as large as Nano Assault, and that FAST will be "much bigger" again. (Those 4k-8k textures need space, even with Shin'en's insane compression wizardry)

Also, according to them, Nano Assault Neo barely scratched the surface of what Wii U can do:

"Only very tiny bits of Nano Assault Neo took advantage of the Wii U architecture. We had the game from start in 720p at 60fps. We drew the complete game world twice for TV and GamePad. We had tons of overlays, special effects and even camera streaming and still had no GPU or CPU problems. So we simply had no reason to dig deep into the architecture."

"all of our shaders used in ‘Nano Assault Neo’ are not really optimized. We just used the first iteration of them because they were already fast enough. We looked later through the shaders dis-assembly and noticed we can make them 30-40% faster by better pipeline usage or better hints for the shader compiler.

As ‘Nano Assault Neo’ never had a problem running at 60fps (including a 2nd screen rendering at 60fps on the GamePad) we didn’t have to do that kind of optimizations back then. For CPU usage ‘Nano Assault Neo’ only used the main CPU core. The two other cores were almost idle, beside a few percent used for our audio thread.

So all in all ‘Nano Assault Neo’ only used a fraction of the currently available resources on Wii U"

Correct. I hope fas racing neo makes third parties in general look incompetent.

The original FAST Racing League certainly made most Wii devs look pretty incompetent.