By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo - 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
fatslob-:O said:
curl-6 said:
fatslob-:O said:

Do you seriously think the WII U can handle fluid simulation ? 



http://www.youtube.com/watch?v=A4IBKMApzR0

How do you explain this then ? It took 6 hours to render just 300 frames for that scene in the video. 

You have to be sure that Art of balance isn't some precomputed animation in play ... or some other hack

And just how many particles were used in that puzzle anyway ? The video shown looked like it was using the standard 300 000 particles to render the fluid accurately while we don't even know how many particles were used in art of balance. Plus the voxel sizes also affect performance. 

It can't be precomputed because where and how the blocks will fall off will be different depending on player actions. Besides, it wasn't precomputed on the Wii or 3DS versions.

You implied Wii U couldn't do fluid simulation; that's clearly not the case seeing as the freaking Wii did fluid simulation. (See The Conduit and the original Art of Balance)



Around the Network

Nope still very big. The resolution alone. Not to talk about physics and light effects.

I admit that X looked much better than I expected so I'm doubting that that demo was run on actual WiiU hardware. Bayonetta however looked very very bad even in comparison to X.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

fatslob-:O said:

http://www.youtube.com/watch?v=A4IBKMApzR0

How do you explain this then ? It took 6 hours to render just 300 frames for that scene in the video. 

You have to be sure that Art of balance isn't some precomputed animation in play ... or some other hack

And just how many particles were used in that puzzle anyway ? The video shown looked like it was using the standard 300 000 particles to render the fluid accurately while we don't even know how many particles were used in art of balance. Plus the voxel sizes also affect performance. 

Blender fluid simulations and rendering are not designed for speed. Using them as a comparison for realtime graphics is silly. Here's some ducks.



It generally does take 1-2 years for games to begin showing a console's potential. So while Wii U games are starting to look slightly better, the same thing will happen in a year or so for the other consoles as well. The gap will probably not be any smaller once we see the first true 'next-gen' titles on PS4 and XB1.  In fact, I expect the gap to grow by next year as games like Uncharted and Halo begin rolling out.

Note:

Of all the Wii U titles shown, X looked the most disappointing.  Donkey Kong and Mario Kart looked like the same kind of fun as always, and Bayonetta looked like your typical Platinum Games craziness.



kitler53 said:

X, a game that comes out next year, looks a full gen behind infamous, a game that releases next month.

...by the time X comes out the good looking next-gen games will start rolling out.   it's going to be brutal...

I agree with this.



Around the Network
curl-6 said:
fatslob-:O said:
curl-6 said:
fatslob-:O said:

Do you seriously think the WII U can handle fluid simulation ? 



http://www.youtube.com/watch?v=A4IBKMApzR0

How do you explain this then ? It took 6 hours to render just 300 frames for that scene in the video. 

You have to be sure that Art of balance isn't some precomputed animation in play ... or some other hack

And just how many particles were used in that puzzle anyway ? The video shown looked like it was using the standard 300 000 particles to render the fluid accurately while we don't even know how many particles were used in art of balance. Plus the voxel sizes also affect performance. 

It can't be precomputed because where and how the blocks will fall off will be different depending on player actions. Besides, it wasn't precomputed on the Wii or 3DS versions.

You implied Wii U couldn't do fluid simulation; that's clearly not the case seeing as the freaking Wii did fluid simulation. (See The Conduit and the original Art of Balance)

http://www.thebitblock.com/2010/02/15/gameplay-art-of-balance-wii-ware/

Ahh now I get it. It's probably another hack ...

It's using definitely using texture overlapping instead of simulated water displacement. The Water doesn't act quite right in my opinion and it feels very much like an animation compared to this ...



fatslob-:O said:
curl-6 said:

It can't be precomputed because where and how the blocks will fall off will be different depending on player actions. Besides, it wasn't precomputed on the Wii or 3DS versions.

You implied Wii U couldn't do fluid simulation; that's clearly not the case seeing as the freaking Wii did fluid simulation. (See The Conduit and the original Art of Balance)

http://www.thebitblock.com/2010/02/15/gameplay-art-of-balance-wii-ware/

Ahh now I get it. It's probably another hack ...

It's using definitely using texture overlapping instead of simulated water displacement. The Water doesn't act quite right in my opinion and it feels very much like an animation compared to this ...

It's not just texture layering because the borders of the water physically moves in terms of how far it reaches up the sides of its container in the games I listed.

And if the Wii can do it, the much more powerful Wii U certainly can.



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

It can't be precomputed because where and how the blocks will fall off will be different depending on player actions. Besides, it wasn't precomputed on the Wii or 3DS versions.

You implied Wii U couldn't do fluid simulation; that's clearly not the case seeing as the freaking Wii did fluid simulation. (See The Conduit and the original Art of Balance)

http://www.thebitblock.com/2010/02/15/gameplay-art-of-balance-wii-ware/

Ahh now I get it. It's probably another hack ...

It's using definitely using texture overlapping instead of simulated water displacement. The Water doesn't act quite right in my opinion and it feels very much like an animation compared to this ...

It's not just texture layering because the borders of the water physically moves in terms of how far it reaches up the sides of its container in the games I listed.

And if the Wii can do it, the much more powerful Wii U certainly can.

The Wii U game looks like a "hack." However the Wii U one certainly isn't. Did you see the PS3 water simulation video I posted? Fluid simulations are pretty easy if they can use 90% of the system's power. If I was fatslob my point wouldn't be that the Wii U can't do fluids, but that it can't do them while doing other things.



really? just watched the trailer,not bad,but gow3 looks better,honestly it does... kzsf/ryse smoke this by miles, many games on ps4/xone beat this easily



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

It can't be precomputed because where and how the blocks will fall off will be different depending on player actions. Besides, it wasn't precomputed on the Wii or 3DS versions.

You implied Wii U couldn't do fluid simulation; that's clearly not the case seeing as the freaking Wii did fluid simulation. (See The Conduit and the original Art of Balance)

http://www.thebitblock.com/2010/02/15/gameplay-art-of-balance-wii-ware/

Ahh now I get it. It's probably another hack ...

It's using definitely using texture overlapping instead of simulated water displacement. The Water doesn't act quite right in my opinion and it feels very much like an animation compared to this ...

It's not just texture layering because the borders of the water physically moves in terms of how far it reaches up the sides of its container in the games I listed.

And if the Wii can do it, the much more powerful Wii U certainly can.

The Wii U game looks like a "hack." However the Wii U one certainly isn't. Did you see the PS3 water simulation video I posted? Fluid simulations are pretty easy if they can use 90% of the system's power. If I was fatslob my point wouldn't be that the Wii U can't do fluids, but that it can't do them while doing other things.

What do you mean by a "hack"? A precomputed animation? If that were the case, how would it account for blocks falling different places according to player actions? And then there's The Conduit, where you can choose where in the pool to shoot to trigger the rippling simulation.