Yakuzaice said:
impertinence said:
I've said three times that I don't think the predictions he makes will come true. I am just calling some people out for completely failing to discuss the real topic of the thread.
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So which specific arguments of his do you think need to be addressed? You mentioned that he was correct about many things such as Nintendo being the last gamemaker. However the title of this thread wasn't "Nintendo: The Last Gamemaker", it is "Unity - Nintendo & Wii U Finish the Revolution". Those ideas are very much focused around his prediction of the Wii U being a sales behemoth. He begins his OP with his past sales predictions and caps it off with new ones.
Also we are over three months and 1600 posts into this thread. I haven't really seen Lucas change his rhetoric significantly, so I'm not sure what new discussions can be had about his arguments. We could have an endless back and forth like zod and final-fan, but you don't seem to want that. What has changed is we have new sales data which continues to make his predictions less and less likely, and the arguments supporting those predictions less grounded in reality.
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Talking about Unity, I found a very interesting information at their website about the compute shaders
As you recall, compute shaders are listed in the wii u sdk specs taken from an early development kit, and well, things like multi threaded rendering (a new feature in directx11 and opengl 4.xx) have been confired thanks to project cars builds, but this info should prove to be even more interesting
here, this is very interesting
http://docs.unity3d.com/Documentation/Manual/ComputeShaders.html
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Compute Shaders
Compute Shaders are programs that run on the graphics card, outside of the normal rendering pipeline. They can be used for massively parallel GPGPU algorithms, or to accelerate parts of game rendering. In order to efficiently use them, often an in-depth knowledge of GPU architectures and parallel algorithms is needed; as well as knowledge of DirectCompute, OpenCL or CUDA.
Compute shaders in Unity are built on top of DirectX 11 DirectCompute technology; and currently require Windows Vista or later and a GPU capable of Shader Model 5.0.
Compute shader assets
Similar to normal shaders, Compute Shaders are asset files in your project, with *.compute file extension. They are written in DirectX 11 style HLSL language, with minimal amount of #pragma compilation directives to indicate which functions to compile as compute shader kernels.
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From the updates i have read around, wii u is receiing the Unithy 4 pro engine which will have all the features found in the Unity 4.x
http://nintendoeverything.com/details-from-nintendos-unity-gdc-2013-session/
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Details from Nintendo’s Unity GDC 2013 session
Posted under
General Nintendo,
News,
Wii U 8 months ago by Brian (@NE_Brian)
Tagged:
Nintendo’s Takeshi Shimada just wrapped up a Unity-related session at GDC 2013. Details from the event are posted below.
- Unity Wii U tools free to all developers
- Based on Unity 4 Pro and will be updated with all 4.x updates
- Unity for Wii U will take care of some of the development guidelines
- Open beta starts today
- Gunman Clive on 3DS outsold the iOS and Android versions
- Nintendo is inviting all developers to try and make their current game available running on Wii U GamePad only, for starters
- Tomorrow at 3.30pm there will be a Miiverse session, including future developments of the service
- Business Policy update for Wii U from the Unity session: 1. No concept approval, 2. Price and date set by the developer, 3. Freemium is support, 4. Royalty share is industry standard
- A special introductory program for new developers will be introduced
- Nintendo and Unity booth are right next to each other at GDC
- Tomorrow at 2pm there will be a new developments framework announced; supports web tech such as HTML and Javascript
Nintendo has two more sessions at GDC 2013 tomorrow. We’ll post details from both as we get them
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There seems to be a game that will coe to PC, Wii U and ps4 using the Unity 4 Engine
http://playeressence.com/dreamfall-chapters-the-longest-journey-confirmed-for-wii-u/
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Nintendo approached us last autumn, immediately after Dreamfall Chapters was announced – they were, in fact, the first console manufacturer to do so. At that point, however, we weren’t ready to make any commitments regarding engine and platforms, so we decided to wait. We got back in touch with Nintendo in late May of this year, and they were very interested in working with us.”
The studio has just received its first Wii U dev kit, and is still in the process of getting the game up and running on Wii U. It is aiming to release Dreamfall Chapters on Nintendo’s home console complete with Gamepad functionality. “So far, they’ve been very helpful and supportive, and it’s been a painless and surprisingly rapid process.
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cant wait