SteelAttack said:ZombiU sounds like sex over a freshly baked pizza.
Yeah this one looks to be the best launch title, I'm gonna get it and Rayman and Pikman when they are available, going to be very careful and only get games I can't play anywhere else. That will make sure I enjoy my Wii U. Or at least the best version of a Multi platfrom.
_Bear said:Your're right sorry, was being an ass. Oh and I just pre ordered the Walmart bundle Wii U deluxe, Zombie U, Pro Controller after shipping and tax $516.00 I won't be buying much else this year. Not even food. Yes I know I'm a hypocrite, I should be rightfully abused by all now. But I could not resist when I saw they changed the bundle to have pro instead of extra Wii remote. And it was still available this morning it won't be long it will be gone. Damn I swore I was not going to do this. You guys got to me
PS I can always flip for a nice profit if I change my mind, I know I'm a horrible horrible person.
That's because you can't fight your inner Nintendo fanboy, no matter how much you pretend not to be one.
_Bear said:Your're right sorry, was being an ass.
Thanks, I appreciate that.
Foolz said:What's the point of the internet without flash?
Flash is getting phased out.
This is awesome, Zombi U dev describing the one life survival mode
"It's not impossible. If you play correctly with your survival kit and you are working slowly, looking for every piece of ammunition, looking for every supply you can have around you; if you use your barricades to close the doors, to reinforce the doors so the zombies can break it but you'll have more time; if you protect yourself from aggression, you'll be able to do this.
"Of course we will have some surprises in the game that will make you react really fast and some of the moments are going to be extreme for some people. [Laughing] I think we will have some people dying of a heart attack. Because there is a lot of tension.
"I say this because we had a tester playing last week. He stopped because it was the end of the day. He had been playing for five hours. He played seven hours in two days but five on one day. After playing this, he had a strong scene in the fifth mission. He was having a glass of water and he was like this: "I... I... I... didn't believe I would have so much tension." It was such a pleasure because this was what we want the player to feel."
Blasphemer!Dvader said:What if ZombiU is better than RE6. That would be crazy and so sad for us RE fans.
If you did not see the Euro Wii U conference there was some good Zombi U footage there, new stuff with narration by Shibata.
Aspro further info relative to this post which you might have missed in my price equation blog
gamingeek said:The real question will be how the GPGPU handles post DX10.1 improvements and whether it has the rumoured tesselation unit and how effective that is. I read that DX11 has some pretty important performance improvements over DX10 which made tesselation much more efficient and feasible. But the chattering is that the Wii U GPU was modernised to have DX11 like features, but the system may still be hampered by its CPU.
The clause is that it's an OoO processor which devs are still getting to grips with and it has other features which offload tasks from the CPU.
According to most devs I had read impressions from graphically there will not be a problem, but if the cpu is low then things like AI and physics may be effected. But the games can still (look) great in terms of shaders, textures etc. If you look at this gen the games which actually pushed AI and physics is relatively low.
Dynasty Warriors producer on Wii U's power
"the CPU power is a little bit less" but has "much better" graphics capability
Please read this article with the different nature of Wii U's architecture in mind.
Dynasty Warriors like Tekken TT2 is a cross platform game where they are trying to port over 360/PS3 code made for In Order CPUs to a Wii U Out of Order CPU. Also Wii U has other hardware enhancements deliberately made to offload work from the CPU, so a lower clocked CPU should not be a huge problem for ground up games.
Akihiro Suzuki, producer of the Dynasty Warriors Wii U Eurogamer storyWe know the Wii U's IBM-made CPU, made up of three Power PC cores, is one of its weaknesses, at least compared to the PlayStation 3 and Xbox 360. But how will this impact the performance of Wii U games?
At the Tokyo Game Show earlier today Eurogamer spoke with the developer of one of the biggest Wii U launch games, Warriors Orochi 3 Hyper, to find out.
The playable version of the game on the Tokyo Game Show floor is not up to the performance levels of past Dynasty Warriors games in terms of frame rate and number of enemies on screen, and is shown up considerably by Dynasty Warriors 7 Empires, the PS3 exclusive also playable on publisher Tecmo Koei's stand.
Akihiro Suzuki, producer of the Dynasty Warriors franchise, admitted this was the case when quizzed by Eurogamer, and pointed to the Wii U's CPU by way of explanation.
"One of the weaknesses of the Wii U compared to PS3 and Xbox 360 is the CPU power is a little bit less," he said. "So for games in the Warriors series, including Dynasty Warriors and Warriors Orochi, when you have a lot of enemies coming at you at once, the performance tends to be affected because of the CPU.
"Dealing with that is a challenge."
The exact specifications of the CPU, including clock speed, remain undisclosed for now, but developers, including those Eurogamer spoke to for an investigation into the power of the Wii U, have confirmed it's slower than the CPU inside both the PS3 and Xbox 360.
But one of its strengths is said to be its custom AMD 7 series GPU, and the 1GB of RAM available to games: double that of the PS3 and Xbox 360.
This, Suzuki said, means the Orochi development team had the opportunity to create visuals better than those possible on PS3 and Xbox 360.
"Developing on new hardware in itself was a challenge, and also making that launch date was a challenge," he said. "But from a visual standpoint, based on the performance of the Wii U, we knew the game had the capability of having much better graphics than games on PS3 and Xbox 360. Make no mistake, from a visual standpoint, it is able to produce better graphics. So our challenge was to make a higher quality graphics. We were able to meet that."
Suzuki vowed that the performance of the game will be improved before release. He better get his skates on: Warriors Orochi 3 launches alongside the Wii U on 30th November.
"While the visuals are great, as is being able to improve them, we had to deal with the lower CPU power and how we can get around that issue," he said.
"Actually, we're still working on that. If you see the demo on the show floor and you try it, you'll probably feel it's not up to the PS3 level. But we're working on it!"
As part of Eurogamer's investigation into the power of the Wii U, Digital Foundry boss Richard Leadbetter expressed concern about the Nintendo console. "It'll be interesting to see how future Face-Offs work out," he pondered. "I expect that GPU focused games will benefit from smoother frame-rates and lower levels of screen-tear, but cross-platform titles highly dependent on CPU power could end up noticeably worse off."
According to Suzuki, the main issue is that developers are still wrapping their head around the CPU, and so are yet to work out how best to use it.
"For the PS3 it has multiple CPUs and an SPU, so you can calculate the various motions of the characters on the CPU so overall it runs smoothly," Suzuki explained. "The Xbox 360 CPUs are formulated so they can spread out the processing power so things run efficiently.
"With the Wii U being new hardware, we're still getting used to developing for it, so there are still a lot of things we don't know yet to bring out the most of the processing power. There's a lot that still needs to be explored in that area."
They are most probably talking about the out of order nature of the CPU, for the clueless:
gamingeek said:
Wikipedia said:The key concept of OoO processing is to allow the processor to avoid a class of stalls that occur when the data needed to perform an operation are unavailable. In the outline above, the OoO processor avoids the stall that occurs in step (2) of the in-order processor when the instruction is not completely ready to be processed due to missing data.
OoO processors fill these "slots" in time with other instructions that are ready, then re-order the results at the end to make it appear that the instructions were processed as normal. The way the instructions are ordered in the original computer code is known as program order, in the processor they are handled in data order, the order in which the data, operands, become available in the processor's registers. Fairly complex circuitry is needed to convert from one ordering to the other and maintain a logical ordering of the output; the processor itself runs the instructions in seemingly random order.
The benefit of OoO processing grows as the instruction pipeline deepens and the speed difference between main memory (or cache memory) and the processor widens. On modern machines, the processor runs many times faster than the memory, so during the time an in-order processor spends waiting for data to arrive, it could have processed a large number of instructions.
So in laymans terms from what I understand, in order processors waste a lot ot time processing instructions and stalls where out of order deals with everything in a more efficient and logical way, no wastage. Potentially, despite a lower clock speed, programming in OoO language can make your CPU run just as well as a higher clocked In Order CPU.
Regardless of the CPU Suzuki said:
"But from a visual standpoint, based on the performance of the Wii U, we knew the game had the capability of having much better graphics than games on PS3 and Xbox 360. Make no mistake, from a visual standpoint, it is able to produce better graphics. So our challenge was to make a higher quality graphics. We were able to meet that."
People wo compare CPU's with each other by only looking at the clock speeds, are clueless people. The less attention we give to them the better!
There's a story up, I wasn't sure whether to mark it a rumour till I read it more carefully.
Wii U's GPGPU Squashes Xbox 360, PS3
Capable Of DirectX 11 Equivalent Graphics?
Basically in a pre-Unity press briefing this site asked:
Whether developers would be able to make use of all of Unity's latest high-end technology on Wii U, including the ability to make use of Unity 4's DirectX 11 equivalent features and shaders. Helgason replied with the following:
"Yeah. We'll do a -- we'll make it potentially possible to do."
So he knows more or less the capability of Wii U given the huge licence agreement recentely unveiled and he wouldn't have said that if the system was not capable of doing DX11 features in some form. The site followed up with: "In fact, if what Helgason says coincides with the actual specs of the Wii U, that could put the graphics card at least two generations ahead of the Xbox 360 and PS3 in terms of shader capabilities, shadowing and lighting effects, since neither current gen console is capable of producing DirectX 11 equivalent graphic effects. Perhaps the $350 price tag isn't so high after all?"
Their definition of 'generation' is PS3/360 being DX9 and Wii U being DX11. We know for a fact that Wii U is bare minimum DX10.1 equivalancy with enhanced features.
_Bear said:Rumors ans speculation, I will not comment on.
Well the Suzuki "much better graphics than PS3/360, make no mistake, but lower CPU" story is not rumor or speculation, but the CinemaBlend article has a hefty dose of speculation after the fact. But the base story is this, they asked the Unity boss whether developers could use Unity's DX11 equivalent features on Wii U and the Unity boss replied: "Yes, we'll make it potentially possible to do so."
So although the article is written in a waffling way, the base info there, is not rumour or speculation, Unity on Wii U will allow devs to use DX11 equivalent features "in some form"
Recent rumour about the Wii U GPU that it's based on the AMD E6760 which is better than the HD 4850 (2008 tech) at a lower power efficiency, has a DX11 featureset too. It was said that Nintendo told devs that the final GPU would be as powerful as the HD 4850 as a point of reference but that changed.
Whats also awesome about the E6760 is it has nearly all 2012 bells and whistles. Its a 2011 tech gpu. Thats very important for downports.
It's a Northern Islands GPU which is 2 generations ahead of what we thought is in the Wii U which coincides with what Cinemablend were saying 3 days ago about it with the Unity story.
AMDs response was that they had not released any details
Features & Benefits
GPU and memory in one MCM BGA package
Desktop level graphics, multimedia and compute capabilities
480 shader processors
128-bit memory interface with 1 GB GDDR5
Microsoft® DirectX® 11 support
Third generation unified video decoder
Support for H.264, VC-1, MPEG-2/4 decode
Dual HD decode, Blu-ray & stereo 3D
Up to 6 displays with AMD Eyefinity1 technology
AMD Accelerated Parallel Processing (APP)2 technology for supercomputing capabilities
5 year supply with dedicated support3
There is a detailed breakdown of the card here.
Gaf are saying that it's 3-4 X as powerful as the 360 GPU but it depends on how the chip has been customised for Wii U.
More detailed info on why people think it's an E6760 here speculation is linked to Greenhills software which was announced for Wii U and the same power consumption, fabrication process etc.
However a dude on the Beyond3D forum who claims to work for AMD said:
"The tech support team at AMD doesn't have any information about console products. AMD does not provide end-user support for those, so there is no reason to provide that team with any info. Especially not for currently unreleased products. When was the last time you emailed AMD about a problem with your Xbox360 or Wii? You are not our customer. Our customer for these chips is MS or Nintendo, who pay many millions of dollars. When they have support issues/questions, they do not go through the public-facing tech support team.
They (and their lawyers) also expect us to keep our mouths shut.
This is either fake, or a support guy trying to sound like he knows something when he does not. Either way, it tells you nothing.
The vast majority of people inside AMD have no idea about the details of the WiiU. It was done by relatively small team and any information outside that team was "need-to-know". Even if you surveyed the GPU IP team which originally designed the base GPU family, >95% of them could not tell you what the configuration is. Only a few needed to be involved to get the specific configuration correct and working, and they know to keep their mouth shut. All additional modifications were done by the "need-to-know" team.
Before you ask.. Yes, I know all the details. No, I will not tell you any of them."
So Walmart.com still has white Wii U bundles available for pre-order ($409). Why did Nintendo even bother making the crappy white Wii U? Nobody wants it.
If anyone is looking for an external hard drive to use with wii U, you might want to think about one that matches visually:
Western Digital "MyBook" 1TB external Hard Drive?
Remember the Wii CPU talk about running AI and how it was low etc? A dev on GAF pointed out that if Wii U is a general purpose GPU you are suppossed to run AI on the GPU. And since the wii u was said to have the 4850 radeon as the initial GPU this demo shows how it works on the 4800 series of card.
Real-time rendering showing the power of the Radeon HD 4800 Series. Looking at this render proves how the HD 4800 Series can greatly improve the world of Real-Time Strategy!