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...and I agree, this mass-parallelism is actually an INEFFICIENT approach in terms of game processing, since the loads on different processes are changing all the time, making load balancing a huge pain, and hence the easy/common solution is just to leave lots of unused over-head. The Wii is obviously nowhere near as powerful as the PS3/360, but its power is much more accessible, and can be run flat-out all the time with not overly-complex tuning (the hard part with the Wii will be managing the texture cache, which stayed the same as the GameCube, 3mb I think)