Viper1 said:
DanneSandin said:
Viper1 said: I'm in the media, I've spoken to developers, they say it's mote powerful than the PS3/X360. I'm also a self certified tech geek and I build computers for fun and I've studied computer science and based on the known details, it's more powerful than the X360/PS3. Why is still even getting debated? Why are some of you intentionally so negative? Why do some of you non-Nintendo fans spend more time in the Nintendo boards than ay other section on this forum? If all you can do is be negative, post with the intent to irritate and frustrate and divert a good discussion onto an irrelevant tangent, take it somewhere else. |
I'm gonna quote Tachikoma from my thread "Why PS4 won't be cutting edge, and neither will Xbox3", because I think she provides quite interesting points, and since you're always reasonable I thought I'd ask you what you think:
Upon release of both, yes the WiiU will be positioned much less powerful than the others, in more or less the same power-gap seen by the Wii.
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Crediblity as a developer = gone.
The Wii to PS3/X360 power gap was massive. But it was more than that. It was an architecture gap too. Fixed function GPU/Single core CPU vs programmable shader and mutliple cores. That architectural gap doesn't exist this time. And the power gap is smaller as well. The Wii pushed just 3 GFLOPS compared to the 115 and 218 GFLOPS of the X360 and PS3 respectively. That's a gap of 39 and 73 x the power. The Wii U is between 400 and 600 GFLOPS. Even if Orbis and Durango push 2 TFLOPS, that's a power gap of just 3.3 to 5 x. And don't forget the SD to HD difference last gen...that's gone too.
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You should check out our conversation there; I'm not teach savvy whatsoever, so half the time I didn't understand everything she said, but it really did sound as if PS720 will be quite the leap... As an example she also said:
When working on the Gamecube we were mostly using 128x128 or similar sized textures for objects, 256x256 for large repeating ground and structural textures and 512x512 for cinematic cuts or extremely large things such as skymaps, nothing higher, similar was true for PS2 titles.
When working on PS3 and Xbox 360 the norm was 512x512 up to 2048x2048, the latter again used for extremely large surfaces, with the WiiU development units in our partner development houses and associates, the maximum recommended size is also 2048x2048, with most opting to use 512x512 to 1024x1024 or deriatives of this.
For the other units we are currently working with - and i promise to come back to this thread in 4 months time and be more specific when certain elements allow it, as i do not want to be the source of more posts all over the internet - the texture sizes were working with are immense, 1024x1024 to a whopping 8192x8192, each of these texture surfaces being able to also carry a range of mapping options, animations, complex shaders and lighting information.
So the relatively small jump from 720p (or usually, sub 720p) to 1080p also brings with it a much crisper overall appearance with sharper textures and much, MUCH better Anisotropic filtering, throw in the additional benefit of being able to use tesselation and you have yourself quite a full toolbox to hammer out a very beautiful game.