TheLastStarFighter said: How exactly would they do this? |
It's what is known in the trade as 'Making An Effort' lol
To be serious though, I'm still in the fixed functions camp for Latte. What we've seen of Mario Kart 8, Bayonetta 2 and X shouldn't be possible on a bog standard GPU pushing 176GFlops/352GFlops and drawing only 20W.
Fixed functions would explain so much. It would explain the top drawer lighting and shadows if they had HDR as a fixed function, giving Latte 'free' use of it without drawing power for it, it would explain how those games I've just mentioned can throw so many polys around at 720p native with v-synch enabled at 60fps without dropping frames all over the place and it would explain why the ALUs are twice the size they should be.
I've no idea HOW they've done it though. The TEV Unit inherited from the GameCube was the main reason why the Wii U didn't get down-ports from the PS3 and 360 last generation, it gave the Wii a nonstandard rendering pipeline. I'd love to know how they've done it.
Slightly Mad Studios wouldn't have released this video if the Wii U wasn't capable of reproducing this sort of IQ too. Other third party developers should hang their heads in shame tbh.