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fatslob-:O said:

If Marcan is been honest, the CPU is practically 3 overcloked Gecko's for all intents and purposes ... 

I'm scratching my head wondering if it's supposed to perform better than the turds in the sub-HD twins ...

What do you mean by "frame-buffer effects" ? Do you mean post-processing ? That can be done with pixel shaders on GPUs with a DX9 feature set. MLAA is another post-process AA technique that never gained much traction. Personally I would've advertised support for custom sample locations like how Nvidia recently added it with 2nd gen Maxwell for MFAA. That feature is a boon for temporal anti aliasing ...

Tessellation performance in Evergreen is pitiable for the most part ... 


For all intents and purposes... Intel's latest CPU's is still based on a variation of the P6 architecture that debuted with the Pentium Pro decades ago.
Still night and day performance difference though.

Morphological AA also did gain *allot* of traction, in the console space.
Pretty much every Unreal Powered game used it to some degree... For good reason. It's cheap. Console's aren't PC's, they cannot afford to use the best of everything.
VLIW however is far better adept at handling such a task than the Geforce 7000 derviced GPU in the PS3 and the Radeon x19xx derived GPU in the Xbox 360... Which enabled an early concept of GPU compute.

And yes, Tessellation performance in Evergreen is pathetic, it's still vastly superior to the Xbox 360's Truform based Tessellation engine and the PS3's lack of one. That's a geometry advantage in the Wii U's favor.

The point is, the WiiU is more advanced than the XBox 360 and Playstation 3. It's not "Current gen" by any stretch, but still a decent jump.



--::{PC Gaming Master Race}::--