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Forums - Nintendo Discussion - After seeing Bayonetta 2 and 'X' in action today...

 

The PS4's power seems...

Better, but not THAT much better anymore... 241 15.42%
 
Are you crazy?! The PS4 is GOD! 349 22.33%
 
The Wii U is clearly unde... 741 47.41%
 
The PS4 is selling better... 36 2.30%
 
I think I'll be buying a... 191 12.22%
 
Total:1,558
Hynad said:
curl-6 said:
Hynad said:
curl-6 said:

Not grasping at straws; using common sense and logic.

It's common sense that ports designed for other consoles with different architecture and an extra 6-7 years of dev experience won't show a new system's full power. Especially when they don't even use the system's larger RAM.

It's also clear that Nintendo hasn't pushed the hardware either given that (A) their games so far are simplistic in design and do not prioritise graphics, and (B) they themselves are inexperienced in both HD development and programmable shaders.


Your so called logic and common sense aren't supported  by facts. My assessment is pretty spot on. 

What you call "facts" are not supported by logic. It is not logical to use the performance of early multiplatform games built for a different architecture as a measuring stick of a new system's true capability, especially when said ports show clear signs of failing to use the newer system's capabilities, such as a lack of higher res textures despite having twice as much RAM.

Look. You love Nintendo. That much we understand. But the amount of spin you're ready to spout at everyone about the Wii U's capabilities is unreasonable at best. Nintendo went for a low power draw architecture, and the result are for everyone to witness. Even though it has more modern components, they're low power consumption ones that are very efficient for what they draw from, but barely manages to outmatch the HD (which didn't go for that angle, as they were power hungry beasts) because of that.

It's rather sad that people like you won't accept that and move on. This doesn't mean the Wii U won't have beautiful games. But when you see all those exclusive games by rather great developers running in 720p without any AA, and struggling to remain at a steady frame rate, even if it's early in the console's lifespan, it doesn't take a quantum physics degree to understand that the Wii U isn't as powerful as you want to believe, Curl.

And what exclusives would those be?



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curl-6 said:

And what exclusives would those be?


Why did you cherry-picked from what Hynad said?

 

Also.



Wright said:
curl-6 said:

And what exclusives would those be?


Why did you cherry-picked from what Hynad said?

 

Also.

...seriously? You're using a fucking LEGO game as a measurement of a system's capability?



curl-6 said:

...seriously? You're using a fucking LEGO game as a measurement of a system's capability?


Don't swear in front of Lego, and yes. I am using an open-world Lego game that takes up to three minutes on the loading screen.



curl-6 said:

And what exclusives would those be?


Lego City Undercover
Pikmin 3
Wonderful 101



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Wright said:
curl-6 said:

...seriously? You're using a fucking LEGO game as a measurement of a system's capability?


Don't swear in front of Lego, and yes. I am using an open-world Lego game that takes up to three minutes on the loading screen.

Very, very poor example. It's a series that has never pushed the technical envelope on any system its been on.



curl-6 said:
fatslob-:O said:
curl-6 said:
fatslob-:O said:

You get the idea ... It's not as black and white as it seems on performance. There ARE applications that are bounded by theorectical performance. Rendering in general is becoming more bounded by the shading power of a GPU. 

That's what I'm getting at. For example, on paper a 1.25GHz CPU sounds slow, but it has other advantages to help compensate for its low clock. Wii U's a system that looks deceptively weak on paper, because it prioritises efficiency over raw horsepower.

What advantage ? 

Versus Cell/Xenon; higher IPC, out of order execution, shorter pipeline so less penalty for a miss, more cache, audio DSP to offload sound, GPGPU to assist with other tasks.

Depends on what you mean by "higher IPC". There maybe some cpu instructions in the espresso that are not "capped" so that will help it in workloads where there are alot of esoteric instructions required but for HPC workloads the cell processor will easily take the crown due to having a much higher theoretical performance. IPC is ALSO determined by theoretical performance too so in a sense it's the PS3 that has the higher IPC. Out of order exexcution helps but it is high clocks that prove serialized performance. Can't argue about having a shorter pipeline but that limites it's potential to have higher clocks. Having more cache definitely helps and as for sound processing hasn't been very intensive over the past years.



Hynad said:
curl-6 said:

And what exclusives would those be?


Lego City Undercover
Pikmin 3
Wonderful 101

- See my reponse to Wright

- Does not struggle with framerate, started as a Wii game, and was one of their first clumsy steps in the HD/programmable shader realm.

- Doesn't prioritise high end graphics, just aims to look stylish. Also Platinum are hardly a dev with a history of pushing tech.



curl-6 said:

Very, very poor example. It's a series that has never pushed the technical envelope on any system its been on.

 

Don't remember the jaggies or the long loading time on the other systems though. Maybe Indiana skipped a frame when playing in splitscreen, but...



Wright said:
curl-6 said:

Very, very poor example. It's a series that has never pushed the technical envelope on any system its been on.

 

Don't remember the jaggies or the long loading time on the other systems though. Maybe Indiana skipped a frame when playing in splitscreen, but...

Other LEGO games weren't open world. And they've always had jaggies.