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curl-6 said:
bonzobanana said:

Benchmarks shows both 360 and PS3 have much more cpu processing power and they allow for out of order execuation etc.  Gflops would indicate the wii u has less GPU power but later architecture and eDRAM show it to be more powerful but not by much.

Xenoblade has some horrible compromises to get it working at a consistent 30fps. Horrible pop-in with objects appearing just in front as you move. A complete lack of collision detection in some areas and missing graphic effects/filtering that many 360 and Ps3 games have. The overall effect is great but lots of horrible compromises to achieve that.  See below. Remember how good the original looked on wii and that only has 11 gflops gpu performance. Clearly a game engine designed to look good and impressive at all costs with huge compromises in the actual detail of the graphics.

Fast Racing NEO isn't a particularly impressive title. It only render at 640x720 at times and doesn't even look that great. Main ship fine but world detail more limited.  It actually looks much inferior to wipeout on ps3 with renders at a full 60fps 1080p and only drops resolution occasionally when under heavy load. It also has a much better multichannel sound and 3D support. I would actually question whether the wii u is capable of matching the ps3 here. The cell processor is great for pushing out amazing multi-channel sound and helping render for 3D output. It also does lots of parallel processing ideal for pushing out 1080p at 60fps. 

https://www.youtube.com/watch?v=28E1eRy73l4

https://www.youtube.com/watch?v=9ZXMDB4QaG4

Select 1080p 60fps option on youtube.

Here is a video of Resistance 3 which made heavy use of the cell processor to do all sorts of additional processing in the scene which would not be possible on wii u because a 9000 mips cpu console cannot compete with a console with close to 40,000 mips performance. It uses the cell processors to do specific tasks in the scene from weather effects,  control additional soldiers, physics, multi-channel sound, and other graphic effects . Shame the video resolution is low but at least you can see all the stuff being processed on screen. That 40,000 mips figure includes the 10,000 mips of the main dual thread powerpc cpu at 3.2ghz and then 30,000 approx on top for the cell processors, 7 at 3.2ghz. Alternatively you can see them more as extensions to the main gpu with each having 25.6 gflops of performance. Which x7 plus the 230 gflops approx of the nvidia gpu gives you 400+ gflops.  I'm just making the point that there is a lot of stuff the ps3 and 360 can do that the wii u can't and hasn't done because of weak cpu performance. I mean if you can't afford to add full collision detection to a game engine there are clearly massive issues with the hardware.

https://www.youtube.com/watch?v=1_bRdhtqGIc

Your not being fair about memory. It's 12.8GB/s for the whole of the 2GB of memory in wii u and the eDRAM is also shared so 1GB for the operating system and 1GB for games. Remember it is only 32MB of fast memory which is a tiny fraction of the whole 2GB of memory.  It helps but its little more than a frame buffer plus a bit on top. 

This is already done and dusted anyway. There has been debates on neogaf and other places and the end verdict is the wii us is weaker. It's weaker when you analyse the spec and when you analyse the games overall. 

 

 

XCX is bigger than any open world game on PS3/360 and has a better framerate than pretty much any of them, while more telling are the sacrifices it doesn't make: motion blur, crepuscular rays, ambient occlusion, anti-aliasing, HD resolution, v-sync; things that often get the axe to maintain performance are all retained without tanking the framerate. Cherrypicking the absolute worst looking area in a game is not representative of the whole. Open world games are memory intensive, and the bottom line is, Wii U has twice as much RAM available for games as PS3/360.

And FAST Racing Neo is running PBR at 60fps, something no PS3 or 360 game ever accomplished. And it's not running at 640x720, it's a reconstricted 1280x720 using a similar method to Killzone Shadowfall's multiplayer. Some elements within the scene run at variable resolutions, but the image is not 640x720. From an overall tech perspective, Wipeout on PS3 isn't even in the same league; its lighting, textures, shaders, and effects are crude and simplistic by comparison. Resolution is its only advantage, and even there, it doesn't hold 1920x1080 either; it  drops in resolution and tears frames when under load.

As for Resistance 3, it may push some nice effects, but it's also running at a mere 960x704, and often below 30fps.

With all due respect, I think you are letting your disappointment over not getting what you expected from your purchase influence your judgement here.

With all due respect you simply don't tackle the issues in your response and your responses clearly aren't motivated by fairness or accuracy. 

It's not like I haven't got Xenoblade I can see for myself how compromised it is once you scratch the surface of its initial impressive graphics.

Do you accept the wii u has a 176 gflops gpu?

Do you accept the wii u only has 3 powerpc cores at 1.2ghz?

Do you accept the wii u only has 12.8GB/s for main memory bandwidth?

Because once you accept those 3 facts there are no surprises why the wii u performs to such a low level on average below that of 360 and ps3. 

There is no mystery here, no surprises the wii u is a very weak console based on its specification hence why it struggles to compete with even older consoles.

I'm no fan of wipeout or  fast racing neo both games I would never enjoy. Very simplistic and boring games to me.

So looked again at what digital foundry said and seems much more inline with what I wrote than your take on it.  It's pretty clear your reality is what you want to believe rather than what the evidence dictates. You may live your life that way I don't. I have no bias I own all three consoles and can see with my own eyes the reality. Again this has been discussed to death and the wii u lost for obvious reasons. 

So what does this mean for the player? Well, based on our pixel counts, this means players are seeing a resolution of just 640x720 during gameplay. It would appear that there is some sort of temporal reconstruction in play which can produce unwanted flicker, but the end result is noticeably pixelated even at high speeds.