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Forums - Nintendo - Call of Duty Ghosts Wii U Resolution Revealed Plus First Screens

iceland said:
I'm sure Wii U owners looking forward to COD:GHOSTS won't care and still have a lot of fun with the game.


LOL, what a cop out !!



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Mnementh said:

Why? I'm pretty surprised how good that is. Don't forget, it's a port and Treyarch put a lot of resources into support of controllers different to the other versions and the Gamepad-support (Off-TV-play). That leaves a lot less resources for optimizing the output. But it still is better than PS360 and is not too far away from X1 (more if you include gamepad). Surely the effects will be less, but that all is much better than I expected. WiiU seems more powerful than many think.

This engine is an upgrade/update of an old engine, one of the reasons why even on PS4/X1 and on PC it looks bland and boring. The fact that they couldn't even take advantage of several new hardware features that Wii U has is telling that this is basically the IW code from PS360. It probably has some minor things that are better on Wii U, but I'd be guessing at this point and we should wait and see the full comparisons with the other versions later.



RazorDragon said:
bonzobanana said:
I don't know how it effects all the views here but the latte wii u gpu has built in compression to generate the gamepad screen when it's showing the main game visuals (no additional processing required) and at other times it is believed the old wii gpu inside the latte generates the gamepad screen for maps etc. The likely gpu the latte is based on (I think) is the Radeon HD 6400. Clearly though when the gamepad is just generating minor map screens with minimal colours it will not require much processing. Unless we get wii u games that have full on action graphics being generated on both tv and gamepad simultanously I don't think we have to add both resolutions together.








The compression part has nothing to do with what you said, it's just to mirror TV image to Gamepad. When you're rendering two different things, it's using more processing power, it doesn't matter if it's just a 2D map or something more complex, performance is being taken away from the main screen to render the second one.


As I said the gamepad screen frame buffer is likely stored in the wii gpu part of the latte gpu. As for how much processing power it would need it would be absolutely minimal. If you basically have a 2D map screen that could be generated by a 8bit computer then that's all the processing it will need. My point is you can't add the two resolutions together if the gamepad screen is not a full action independent screen. This idea that the wii u has some huge extra burden on its gpu is complete rubbish with no foundation unless it also generates a full independent action screen on the gamepad which it doesn't as far as I know. The fact the wii u has a wii gpu built in which by some strange coincidence is fully capable of generating a 800x480 screen is surely a huge clue as to why the gamepad has the resolution screen it has. Nintendo have made sensible use of the wii gpu in wii u mode for the gamepad. The point is the gamepad screen is not going to require resources from the main gpu but will need a tiny amount of cpu resources for the map screen etc. 

http://www.amd.com/uk/products/notebook/graphics/amd-radeon-6000m/amd-radeon-6400m/Pages/amd-radeon-6400m.aspx#2

 



forethought14 said:
Mnementh said:

Why? I'm pretty surprised how good that is. Don't forget, it's a port and Treyarch put a lot of resources into support of controllers different to the other versions and the Gamepad-support (Off-TV-play). That leaves a lot less resources for optimizing the output. But it still is better than PS360 and is not too far away from X1 (more if you include gamepad). Surely the effects will be less, but that all is much better than I expected. WiiU seems more powerful than many think.

This engine is an upgrade/update of an old engine, one of the reasons why even on PS4/X1 and on PC it looks bland and boring. The fact that they couldn't even take advantage of several new hardware features that Wii U has is telling that this is basically the IW code from PS360. It probably has some minor things that are better on Wii U, but I'd be guessing at this point and we should wait and see the full comparisons with the other versions later.

 

The wii u is meant to be exceptionally easy to develop for. I know the standard wii u defence is somehow the developers are lazy or the wii u is difficult to develop for but I think we have seen enough games now to see the wii u can struggle easily with frame rates and it is likely the cpu is a weakness. The gpu is meant to have some compute power as well and if that is used to assist the main cpu then it may result in less resources for graphics output. I think there is a clear pattern that games which require high cpu resources  do not perform well on wii u compared to 360 and PS3, sometimes frame rate issues, sometimes graphic issues, sometimes both. Some games have missing cpu intensive features on wii u. 

I personally feel the wii u is performing exactly as expected. You have to factor in the wii u is using the same low coast 40Nm fabrication process as the 360 and PS3 but is consuming far less power even allowing for the lack of a hard drive in wii u. The wii u has 2GB of memory, 4x that of ps3/360. The wii u cpu is on a even cheaper fabrication process of 45Nm. When the x-rays of the wii u gpu were analysed it was said it's performance rating in gflops was between 176-352 gflops and everyone decided 352 gflops was the figure, I guess they were disappointed enough with that figure, that they couldn't imagine it any lower but the evidence is stacking up that 176 gflops is the true figure simply because of the incredibly low power requirements of the chip despite using a very power hungry fabrication process and the gpu doing constant compression for the gamepad and hardware upscaling. 

The point is there is no evidence yet that the wii u performance level is actually higher than ps3 or 360. Most multiformat games on average perform a little better on 360 or PS3. Even recent games. 

This whole concept that the wii u is underperforming for its given specification is based on an assumption by people that the wii u is technically stronger but the evidence points to a console that is both stronger and weaker than current gen models.

I don't think anyone doubts the wii u cpu is weaker than 360 and PS3 do they?  But there are weaknesses in addition to that.

 



Bonzo that isnt even funny. Ofc the Wii u is better.



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and how is this relevant?



You are right



these nexgen games look like mid gen current gen games... COD ghosts looks like shit



 

mM
bonzobanana said:

The wii u is meant to be exceptionally easy to develop for. I know the standard wii u defence is somehow the developers are lazy or the wii u is difficult to develop for but I think we have seen enough games now to see the wii u can struggle easily with frame rates and it is likely the cpu is a weakness. The gpu is meant to have some compute power as well and if that is used to assist the main cpu then it may result in less resources for graphics output. I think there is a clear pattern that games which require high cpu resources  do not perform well on wii u compared to 360 and .....

 

Wii U is easy to develop for if you're making a game specifically for it. When talking about porting PS360 code to Wii U, they are completely different architectures, it's not as easy as you're making it seem. CPU-wise, it's G3 vs G5, completely different. GPU-wise, Wii U is not performing how it should, because it's not even taking advantage of its newer hardware feature set at all. Continuing to use DX9 level graphics is limiting Wii U's potential. And low power requirements aren't the reason for it being that low in flops. In terms of Watts, it's 15-20-ish for the GPU alone. The Mobility Radeon HD 5650 has 400 shaders, runs at a max of 650mhz AND runs at 15-19 watts, and that's the ENTIRE graphics card, the GPU of it runs several watts less. Using wattage for evidence is not good proof. 

No evidence? Multiple developers have already said that it's at least slightly better (likely coming from the GPU and RAM side). And for the CPU, you're misinformed. It's "weaker" in terms of floating point SIMD because it doesn't even have true SIMD at all, and it's not designed to work with that, it's meant for branchy integer-like general purpose code, something PS360 were terrible at. It's like comparing a sprinter with a weightlifter, both have different strengths, one runs very fast, but is lean, and the other is not so fast, but is beefy. 



BHR-3 said:






KingdomHeartsFan said:

Wii U = X1 confirmed.




no xb1 is 1280x720


1280 pixels horizontal and 720 vertical


 


wonder if the wiiu version has the graphical upgrades from ps4xb1 versions like dynamic lighting and displacement mapping



 

 

Actually, if you want to get techincal, it is the EXACT same resolution as the Wii U, just has upscaling is all...

 

Just sayin'

 

http://www.ign.com/articles/2013/10/30/call-of-duty-ghosts-is-native-1080p-on-ps4-upscaled-720p-on-xbox-one