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Forums - Nintendo - Wii U games Resolution and fps talk. We need to clarify something.

No.^

I do like to re-purpose tech though XD



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maybe it just downscale's the tv screen (when both display the same thing), thus not consuming much more processing.

but your math is wrong. 480p = 1/3 of 720p. so it would end ub in something like 800p.



Unfortunately we cannot just sum the screen resolution and the Wii Pad resolution because is it actually more demanding to rasterize two different viewports (in this case 480p + 720p) than a single viewport with the same amount of pixels.

There are a few reasons for that. For instance, while rasterizing two different viewports the CPU and GPU caches will suffer from more misses because of the Principle of Locality.



Hence why everything is on the same die^



DonFerrari said:
FrancisNobleman said:

1080p, 720, 60 frames per second, 30 frames... ok I got it that measuring pixels and refresh rate on your tv is important, but you know...

 

Is the gamepad 480p screen processing running on unicorn tears ?

 

Am I the only one who thinks that, if a game on wii u runs at 720p@30fps on tv, plus 480p@30fps on the gamepad (when pushing a 3D scene like zombiu) should then be considered a 1200p@60fps, adding all processing together, for common sense sake ? 

Of course if the gamepad is displaying just 2D stuff, only the tv should be considered.


You now that you can't add them like that right??? 720p = 921600 pixels and 480p = 409600 pixels -> 1.331.200 pixels and 1200p =2.560.000 pixels... so just no.

whatever numbers it is, my point is: gamepad screen should be taken into consideration. It could be 1i93u8p@j4329 fps for all I care. I'm not claiming numbers, feel free to correct them, just the gamepad plus tv into the total res and fps please.



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FrancisNobleman said:
snowdog said:
You should only add the 480p GamePad display into things if the GamePad screen has a different viewpoint of a 3D scene.

With Bayonetta 2, for example, you should only take the 720p telly display into account because the exact same thing is mirrored to the other display. There's no extra processing involved.

Something like ZombiU though should take both displays into account because when scanning or using a scope there are two separate displays showing different viewpoints.

even if it is just mirroring, that effect its not coming for free, but I agree with you with the zombiu example, just like I say in my first post.

It just amazes me how people ignore such a thing.

it kinda does.



Dr.EisDrachenJaeger said:

Im just going to say that the pixel density in the gamepad is ridiculous, hence why they didnt go with HD for it

If you want better image quality turn up the brightness and replace the battery

Reality is we pretty much have very little idea of what this machine is capable of. Seems like developers dont either.

 

(Looks at the Giana Sister developer comments, they arent even using the cpu cache sharing on that game)

that's true. 480p on a 6,2'' display has the same density as 720p on a 19'' display.



DarkTemplar said:

Unfortunately we cannot just sum the screen resolution and the Wii Pad resolution because is it actually more demanding to rasterize two different viewports (in this case 480p + 720p) than a single viewport with the same amount of pixels.

There are a few reasons for that. For instance, while rasterizing two different viewports the CPU and GPU caches will suffer from more misses because of the Principle of Locality.

wow, finally someone who goes straight to the point.

 

Please could you explain us how much more demanding is a game at 720p@30fps tv plus a different 3D scene @ 480p30fps on gamepad, compared to just 720p30 fps with no screen, just like any other console ?



FrancisNobleman said:
DarkTemplar said:

Unfortunately we cannot just sum the screen resolution and the Wii Pad resolution because is it actually more demanding to rasterize two different viewports (in this case 480p + 720p) than a single viewport with the same amount of pixels.

There are a few reasons for that. For instance, while rasterizing two different viewports the CPU and GPU caches will suffer from more misses because of the Principle of Locality.

wow, finally someone who goes straight to the point.

 

Please could you explain us how much more demanding is a game at 720p@30fps tv plus a different 3D scene @ 480p30fps on gamepad, compared to just 720p30 fps with no screen, just like any other console ?

It depends on the game. This isn't just a one variable thing like you seem to be thinking.



JoeTheBro said:
FrancisNobleman said:
DarkTemplar said:

Unfortunately we cannot just sum the screen resolution and the Wii Pad resolution because is it actually more demanding to rasterize two different viewports (in this case 480p + 720p) than a single viewport with the same amount of pixels.

There are a few reasons for that. For instance, while rasterizing two different viewports the CPU and GPU caches will suffer from more misses because of the Principle of Locality.

wow, finally someone who goes straight to the point.

 

Please could you explain us how much more demanding is a game at 720p@30fps tv plus a different 3D scene @ 480p30fps on gamepad, compared to just 720p30 fps with no screen, just like any other console ?

It depends on the game. This isn't just a one variable thing like you seem to be thinking.

just go with the example of zombiu then. If now sony came up with a copy of the gamepad for the ps3, would the console run the exact same game as it is on the wii u ? I bet it would be nearly impossible.