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SubiyaCryolite said:
Rab said:

Ultimately the CPU is not the issue, it's the GPU intensive architecture that's different from last gen architecture, PC's also have issues with poorly optimised ports 


No, the CPU is an issue. Games running on 8 year old hardware should not be bottlenecked by the CPU of new gen hardware, theres simply no excuse for that. Not everything can run on the GPU and the WiiUs compute power probably isnt breathtaking either.

"There was even some discussion on trying to utilise the GPU via compute shaders (GPGPU) to offload work from the CPU - exactly the approach I expect to see gain traction on the next-gen consoles - but with very limited development time and no examples or guidance from Nintendo, we didn't feel that we could risk attempting this work. If we had a larger development team or a longer timeframe, maybe we would have attempted it, but in hindsight we would have been limited as to what we could have done before we maxed out the GPU again. The GPU is better than on PS3 or Xbox 360, but leagues away from the graphics hardware in the PS4 or Xbox One."

http://www.eurogamer.net/articles/digitalfoundry-2014-secret-developers-wii-u-the-inside-story


I gave you an example of a tradtionally intensive CPU heavy game type in Hyrule Warriors that the Wii U will handle without issue. If some devs can't or wont program for the Wii U's GPU then it's not the ability of the system, it's the architecture, Nintendo and some others seem to do well enough on the system as is

Again even high end PC's have had many similar issues with ports, in my opinion it's still mostly to do with architecture and the willingness of devs to work with it