megafenix said:
in ps3 and 360 they had to do it that way since bandwidth wasnt enough, and those implementations came at a cost sicne they had to sue 5 spus on ps3 to achieve this technique and gpu parallelism+cpu on 360. That means they had to sarifice more shader power to acheive the implementation, the adventage of deffered rendering should be to use few shader power but here seems to be the contrary, surely they may be still using less shader power than what forward rendering could have required, but still put to much pressure on the hardware due to the lack of memory bandwidth. Using these workarounds on wii u would come with no benefit sicne the console would be put on to much pressure, is better to sacrifice bandwidth than shader power in wii us case since wii u has plenty of bandwidth and so you would save up more shader power on this technique than what ps3 and 360 were able to using those tricks
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Those are the tricks devs used on the PS3 and X360 but they aren't the only tricks out there. For example Battlefeild 3 and 4 use a GPU compute based aproach to tiled deferred rederer on PC (they use SPUs to do a similar implementation on PS3), a similar implementation could possibly work for the Wii U. And using the SPUs to offload GPU tasks is what they were designed to do so it's natural devs would use them for that, in fact they would be stupid not too.