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Forums - Nintendo - Lego City frame rate issues :(

Rafux said:

Frame rate issues for this?

It can't be, wait for the final review I refuse to believe the WiiU can't handle those graphics.

By that logic the PS3 "can't handle" Half Life 2, the Orange Box version hits single digit framrates often.

This is the fault of the developer, not the hardware.



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ninjablade said:
Barozi said:
RazorDragon said:
zippy said:
@RazorDragon- If i am playing on a GameCube or even a Wii and a game has framerate issues, i can deal with that as i know i am playing on outdated hardware. However in this day and age, a game of Lego Citys calibur should be running smoothly on a console that is perceived to be more powerful than last gen tech. What annoys me more is the fact that Wii U is capable of much much more than a Lego game, so is this game another example of a "rush job"?


Framerates are really not about power. PS3 promised us 120FPS, but, even so, announced PS4 games were designed to target 30FPS. In this case, though, the game probably wasn't really optimized to run on the Wii U, as Lego City doesn't look like a intensive GPU or CPU game.

open world games are usually CPU intensive.
NPCs are a big reason for that.

Also draw distance can be a problem.

you also forgot memory bandwidth slower, then 360/ps3, that can be a huge problem.

Not nearly as huge a problem as the PS3/360 being capped at less than 500MB of RAM. Memory is key in open world games.

Then there's the 360 having DVD9 discs and only 10MB of eDRAM, and he PS3's inferior GPU and problematic split RAM. Bottlenecks aren't a Wii U  exclusive feature, every system has them.



curl-6 said:
ninjablade said:
Barozi said:
RazorDragon said:
zippy said:
@RazorDragon- If i am playing on a GameCube or even a Wii and a game has framerate issues, i can deal with that as i know i am playing on outdated hardware. However in this day and age, a game of Lego Citys calibur should be running smoothly on a console that is perceived to be more powerful than last gen tech. What annoys me more is the fact that Wii U is capable of much much more than a Lego game, so is this game another example of a "rush job"?


Framerates are really not about power. PS3 promised us 120FPS, but, even so, announced PS4 games were designed to target 30FPS. In this case, though, the game probably wasn't really optimized to run on the Wii U, as Lego City doesn't look like a intensive GPU or CPU game.

open world games are usually CPU intensive.
NPCs are a big reason for that.

Also draw distance can be a problem.

you also forgot memory bandwidth slower, then 360/ps3, that can be a huge problem.

Not nearly as huge a problem as the PS3/360 being capped at less than 500MB of RAM. Memory is key in open world games.

Then there's the 360 having DVD9 discs and only 10MB of eDRAM, and he PS3's inferior GPU and problematic split RAM. Bottlenecks aren't a Wii U  exclusive feature, every system has them.

you wanna be realistic, those those systems are 7 years old now, it should'nt have any of those bottle knecks. every system has them but i only to 2 consoles have bottle necks compared to last gen tech and that's wii and wiiu but i guess tablet controller is more important, then graphics, frame rate, pop up and jaggies.



ninjablade said:
curl-6 said:
ninjablade said:
Barozi said:
RazorDragon said:
zippy said:
@RazorDragon- If i am playing on a GameCube or even a Wii and a game has framerate issues, i can deal with that as i know i am playing on outdated hardware. However in this day and age, a game of Lego Citys calibur should be running smoothly on a console that is perceived to be more powerful than last gen tech. What annoys me more is the fact that Wii U is capable of much much more than a Lego game, so is this game another example of a "rush job"?


Framerates are really not about power. PS3 promised us 120FPS, but, even so, announced PS4 games were designed to target 30FPS. In this case, though, the game probably wasn't really optimized to run on the Wii U, as Lego City doesn't look like a intensive GPU or CPU game.

open world games are usually CPU intensive.
NPCs are a big reason for that.

Also draw distance can be a problem.

you also forgot memory bandwidth slower, then 360/ps3, that can be a huge problem.

Not nearly as huge a problem as the PS3/360 being capped at less than 500MB of RAM. Memory is key in open world games.

Then there's the 360 having DVD9 discs and only 10MB of eDRAM, and he PS3's inferior GPU and problematic split RAM. Bottlenecks aren't a Wii U  exclusive feature, every system has them.

you wanna be realistic, those those systems are 7 years old now, it should'nt have any of those bottle knecks. every system has them but i only to 2 consoles have bottle necks compared to last gen tech and that's wii and wiiu but i guess tablet controller is more important, then graphics, frame rate, pop up and jaggies.

The PS4 and Xbox 720 will have bottlenecks too. The weakest part of any system is its bottleneck, whether it's the NES or the PS4.



curl-6 said:
ninjablade said:
Barozi said:
RazorDragon said:
zippy said:
@RazorDragon- If i am playing on a GameCube or even a Wii and a game has framerate issues, i can deal with that as i know i am playing on outdated hardware. However in this day and age, a game of Lego Citys calibur should be running smoothly on a console that is perceived to be more powerful than last gen tech. What annoys me more is the fact that Wii U is capable of much much more than a Lego game, so is this game another example of a "rush job"?


Framerates are really not about power. PS3 promised us 120FPS, but, even so, announced PS4 games were designed to target 30FPS. In this case, though, the game probably wasn't really optimized to run on the Wii U, as Lego City doesn't look like a intensive GPU or CPU game.

open world games are usually CPU intensive.
NPCs are a big reason for that.

Also draw distance can be a problem.

you also forgot memory bandwidth slower, then 360/ps3, that can be a huge problem.

Not nearly as huge a problem as the PS3/360 being capped at less than 500MB of RAM. Memory is key in open world games.

Then there's the 360 having DVD9 discs and only 10MB of eDRAM, and he PS3's inferior GPU and problematic split RAM. Bottlenecks aren't a Wii U  exclusive feature, every system has them.

As curl-6 mentioned, eDRAM is a big factor in the Wii U. In the 360, the 10mb of eDRAM is stored on a daughter die which increases latency while the 32mb of eDRAM in the Wii U is stored on the same die. This allows for faster accessing and helps negate the "slower" memory bandwidth, potentially pushing it into the XXXgb/s range. You can think of it as a separate cache for the GPU that would handle the image treatments more than the actual RAM.

I suggest reading up here: http://www.notenoughshaders.com/2013/01/17/wiiu-memory-story/

OT: It is likely TTF made the game access the main RAM rather than the eDRAM for image processing so loading areas while driving and such leads to framerate drops. Again, developer issue, not hardware.



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curl-6 said:
ninjablade said:
curl-6 said:
ninjablade said:
Barozi said:
RazorDragon said:
zippy said:
@RazorDragon- If i am playing on a GameCube or even a Wii and a game has framerate issues, i can deal with that as i know i am playing on outdated hardware. However in this day and age, a game of Lego Citys calibur should be running smoothly on a console that is perceived to be more powerful than last gen tech. What annoys me more is the fact that Wii U is capable of much much more than a Lego game, so is this game another example of a "rush job"?


Framerates are really not about power. PS3 promised us 120FPS, but, even so, announced PS4 games were designed to target 30FPS. In this case, though, the game probably wasn't really optimized to run on the Wii U, as Lego City doesn't look like a intensive GPU or CPU game.

open world games are usually CPU intensive.
NPCs are a big reason for that.

Also draw distance can be a problem.

you also forgot memory bandwidth slower, then 360/ps3, that can be a huge problem.

Not nearly as huge a problem as the PS3/360 being capped at less than 500MB of RAM. Memory is key in open world games.

Then there's the 360 having DVD9 discs and only 10MB of eDRAM, and he PS3's inferior GPU and problematic split RAM. Bottlenecks aren't a Wii U  exclusive feature, every system has them.

you wanna be realistic, those those systems are 7 years old now, it should'nt have any of those bottle knecks. every system has them but i only to 2 consoles have bottle necks compared to last gen tech and that's wii and wiiu but i guess tablet controller is more important, then graphics, frame rate, pop up and jaggies.

The PS4 and Xbox 720 will have bottlenecks too. The weakest part of any system is its bottleneck, whether it's the NES or the PS4.


this is getting off topic so i pmed you.



I read some reviews but none of them mentioned of framerate problem. Only complain is from the load time of up to 30s which people like to exaggerate as more.
Then again, I hate load times, 30s would feel like 5 minutes when you're waiting.



curl-6 said:
Rafux said:

Frame rate issues for this?

It can't be, wait for the final review I refuse to believe the WiiU can't handle those graphics.

By that logic the PS3 "can't handle" Half Life 2, the Orange Box version hits single digit framrates often.

This is the fault of the developer, not the hardware.

Orange Box wasn't published by Sony. Can't remember a game published by Sony for the PS3 that had horrible frame rate issues.



Rafux said:
curl-6 said:
Rafux said:

Frame rate issues for this?

It can't be, wait for the final review I refuse to believe the WiiU can't handle those graphics.

By that logic the PS3 "can't handle" Half Life 2, the Orange Box version hits single digit framrates often.

This is the fault of the developer, not the hardware.

Orange Box wasn't published by Sony. Can't remember a game published by Sony for the PS3 that had horrible frame rate issues.

Nintendo publishing it doesn't mean they had any technical involvement. With the Wii U's software situation, they're aware enough of how much they need this title not to stop the bus for a few framerate hiccups. This isn't a first part game, after all, they don't hold third parties to the same high standard.



@curl-6

Then Nintendo is fucking up, they are publishing a game with below current gen graphics but which still have frame rate problems (according to rumor). It doesn't generate a lot of confidence for people still on the fence.