JGarret said:
flagstaad said: CPU: IBM Power 7 based architecture, with 3 cores underclocked at 2.8 GHz to keep power consumption down. GPU: Custom 40nm AMD GPU based on R7xx series with 32 MB embedded eDRAM and unified shader architecture (directX 10.1 equivalent and shader 4.0 support) RAM: 1.5GB of total memory, initially with 1 available for games and 0,5 reserved for an unoptimized OS, more memory can become available as OS is tweaked leaving the final number at around 1.3 for games and 0,2 for OS Drive: Blu-ray based propietary disc (this one I can confirm!) |
Suppose your guess is correct and the Wii U has no DirectX 11 equivalent, could this get in the way of the system yet again not getting some major 3rd party multiplats?
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There are some games this gen that were primarily built for DX11 and DX10.1 and were scalable to DX9 so even to PS360 can support it.
Example: Crysis 2 and 3.
If the Wii U doesn't get a multiplat by technical limitations, is might be more due to the fact of the processing power not being up to the task of processing massive physics,AI and huge crowded environments that cannot be taken away from the game or toned down, otherwise the whole premise of the game is lost.
One example: Rome Total War 2. If you scale that game down to fit on PS360 hardware it wouldn't be the same game. Or so some people say. Never played or care about the genre.