| curl-6 said: I think the animation system is UC4 would have to be simplified; other than that, I think the primary downgrades would be screen and texture resolution, and the omission of subsurface scattering for skin. With the right amount of talent and resources applied, Wii U should be able to get what we've seen so far running at an Uncharted 3 level of fidelity. ACU, on the other hand, would be much more problematic. I suspect there would be no option but to scale down the crowds; as you say, Xbone and PS4 were already struggling to do it, and Wii U's CPU is its weakest link. Of all the PS4/Xbone games out so far, ACU is probably the worse fit for Wii U's hardware. |
That's what i think too. We know the core idea could run on the WiiU (we've seen basic contextual animation systems in PS3 and 360 games, and the WiiU is more capable than both), but it's hard to know how far they could push it before environments would start needing to be redesigned. Of course, we don't know how much of UC4 is built around that idea. The environment we saw could just be one that's more focused on it (if that was the case porting would be easier).
AI might also be an issue (again because of the WiiU's CPU), but past that porting would mostly just be a matter of asset reduction and the replacement of particularly complex stuff (like the subsurface scattering you mentioned).
Do you get the feeling ACU (well, its engine) was designed for consoles that don't exist? It's easy to understand why GPUs have become the focus this gen (especially if Cerny is right about GPGPU), and Ubisoft appear to have anticipated some of that, but i get the impression they underestimated how low-key the PS4 and X1's CPU would be this gen.
On that note, i wonder how well ACU's crowds could be scaled onto the PS3? Assuming the Cell didn't simply suck the developers souls out first (that being its primary energy source over electricity).








