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Wii U Speculation Thread 2: Can't take anymore of this!!!

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guek

Banned
Make the screen glasses-free 3D a la 3DS and things and things will start to get really interesting. :)

I've thought about it and it sounds more like a developmental nightmare. The Wii U is not a handheld. Developers would have to decide whether to build it with 3D in mind or opt for designing it around the TV display. It'd probably just all go to waste.
 
I've thought about it and it sounds more like a developmental nightmare. The Wii U is not a handheld. Developers would have to decide whether to build it with 3D in mind or opt for designing it around the TV display. It'd probably just all go to waste.

Perhaps in a mid-gen controller revision?
 
That would be horrible...
Motion Plus was barely supported.
No way would 3D in the controller be supported.

Yet Nintendo do it time and time again! :D

It wouldn't require much support if there was a 3D mode for TV as well using traditional glasses as the other systems will likely be doing.

Edit: Clarification: I'm talking about a two different 3d modes, including a glassesless tablet mode w/ no tv display. Not something to be used in conjunction with the main HD screen. Moreso, games with a specifically optimized tablet only mode.
 
That would be horrible...
Motion Plus was barely supported.
No way would 3D in the controller be supported.

3d on the touchscreen itself would be awful for games since the stylus and your fingers will break the 3d effect, but for movies I can see it being implemented. nintendo's focus unless will not be on 3d however unless they are really diving into broadcasting their own content or TV shows series. 2D display is enough on the tablet since the main screens should have the 3D display.

Haptic feedback of some sort is the more viable alternative and that patent with the multi sensor would be a killer feature if it indeed exists. We should not count out the idea behind the vitality sensor making its way in another form. An optical sensor that can sense heart rate can be attached to the underside of the subscreen but whether or not it will work is another question as some players may move their middle finger too much and the accuracy of the readings can decrease. Another possibility is to attached to a headset and clipped on to the ear but that might be too cumbersome so it would have to be part of the controller itself. Another idea would be to place the optical sensor on top of the analog stick on the left hand side and when needed the led will turn on and read the heart rate. I think It shouldn't read the heart rate at all times as it will be unnecessary and should only be needed in certain important events in a game or application to save battery and heat being emitted from led and sensor.

The type of sensors present in this subscreen will be what will set apart the WiiU subscreen from other tablets as well as other devices in the market. We should maybe speculate a little more in regards to this.

Twice the effects, resolution, FPS, ect.

Also, here's a neat little tidbit.
Nintendo can now claim an Oscar!

Retro Employee Dominic Pallotta worked on the Oscar winning best Animated Short.
http://www.imdb.com/name/nm4202494/
http://www.linkedin.com/pub/dominic-pallotta/11/356/817

Link to said video (it's pretty fucking awesome):
http://www.youtube.com/watch?v=Adzywe9xeIU


Thank you Ace for letting us know about the animated short. It is a really moving piece and fans of the book Hero With a Thousand Faces by Joseph campbell may well enjoy the hero's journey that really shines in the protagonists quest to find meaning in his life by deciding to not make sense of it at all and just enjoying it. Sometimes "more" is "less more"
 

nordique

Member
Everyone has their own opinion. When making that comparison, I try to take it in context. Will we see graphics that look exactly like Avatar? Obviously, the answer is no but they are aiming high. Toy Story was Pixar's first film so that was a high bar at the time and we saw a massive leap over the PS1/N64 era. Likewise, Avatar is arguably the best looking CGI we've seen in movies lately so I expect to see a good jump when someone making the GPU makes comments like that.

Right. My point though, was that Sony said "Toy Story" graphics would be possible on the PS2. And they clearly weren't. It was more hype building than anything (and in my opinion as false as those claims were, it was a very smart thing to say to build hype)


At the time, Toy Story 2 was about to come out the following summer, and it too was the best looking CGI for its time.

I understand what you're getting at, but also keep in mind Sony was trumpeting that during the PS2 hype. The "Avatar" comments did not come from Microsoft themselves.


I am aware of these threads yes, but it still doesn't answer the question: how can you with absolute certainty know what direction the next consoles will take?

Further, as bg pointed out, these threads are not fact in any, nor are they substantiative support


Like PSP & PS3, Vita indicates to me that Sony hasn't abandoned the pursuit of cutting edge graphics. Nintendo on the other hand has left me with a different expectation based off of Wii U rumors and the power of DS, Wii & 3DS. I expect PS4 to be more powerful. How much so really depends on how powerful the Wii U is. I lean toward the Wii U being more of a stop gap. That is all I was implying.

I too expect the PS4 to be more powerful. But I think what you mean (and also meant) to say, and what you actually are (and were) saying, are two different things.


But one can't say "the next ___ will be like this..."

My statements apply to me as well; I cannot and do not know with certainty which direction the systems are going yet as they have not been revealed. My expectations are the Wii U will be a capable console, and I do expect the next systems to be a "step up" of sorts, but to me that is more about services, features, and the UI.

Not the graphics power.

I expect them to be stronger for sure than current systems, but not the grandiose leap many core gamers seem to be expecting - and more importantly - assuming, will come.
 

lednerg

Member
I think 720p @30fps should be the target for most titles. The main exceptions being fighters and racers, which should probably strive for 60fps. First person shooters can go either way, depending on the style and pacing. 1080p is a nice buzz word and good for bragging rights, but forcing the GPU to draw over twice as many pixels for something barely anyone would notice doesn't seem like a great use of resources, IMO.
 
I think 720p @30fps should be the target for most titles. The main exceptions being fighters and racers, which should probably strive for 60fps. First person shooters can go either way, depending on the style and pacing. 1080p is a nice buzz word and good for bragging rights, but forcing the GPU to draw over twice as many pixels for something barely anyone would notice doesn't seem like a great use of resources, IMO.

Well, most devs want 720p and 30fps anyway.
More resources to put shinies on the screen.
 
I'm really looking forward to games that you only play on the Wii U controller screen. Like turn-based strategy games such as Nectaris/Military Madness and Advance Wars.
 

nordique

Member
I am concerned about RAM bandwidth. If Nintendo opt for GDDR3, that is not much more than 1x (since we're gettin crazy here) this generation. And what is the point of having an RV770 if the RAM is holding it back. Those cards feature 256 bit buses. Would the eDRAM really alleviate all issues? Are Nintendo perhaps overestimating it?

This remains to be seen. We don't know what the final system will have.

Nintendo likes their fast ram, so I would assume whatever will be best for their final system is what will go in.

I am not a super techy person so I won't speculate what route they'll see best, and I've heard all sorts of arguments for DDR3, GDDR3 and GDDR5 RAM in the Wii U each respectively being the best choice, but all I know is Nintendo likes their ram.

I mean, the 3DS has FCRAM (http://www.memoryinformation.com/fcram.htm) and it seems to be some pretty serious RAM for a handheld gaming console.


I think blu talked about it once and went into some solid detail as to how it fit both Nintendo's and the 3DS design philosophy.
 
I think 720p @30fps should be the target for most titles. The main exceptions being fighters and racers, which should probably strive for 60fps. First person shooters can go either way, depending on the style and pacing. 1080p is a nice buzz word and good for bragging rights, but forcing the GPU to draw over twice as many pixels for something barely anyone would notice doesn't seem like a great use of resources, IMO.

I agree, although I can see some notable 1080p titles running down the line from the likes of Nintendo/Retro once they really get to mastering the system. Games like Mario that are highly stylized graphically might achieve it somehow depending on the level of Nintendo wizardry.
 

Hiltz

Member
That's true. Sony's business model hasn't changed with the PS Vita. In fact, Sony expects it would take three years before the hardware will become profitable. As most of us know, the PS3 hardware became slightly profitable as of 2010. Anyone know how long it took the PSP ?

Microsoft reported that the Xbox 360 became profitable for its 2007-2008 fiscal year.
 

shnord

Neo Member
Even if Nintendo revealed haptic feedback at the last minute, that doesn't rule out Microsoft possibly going down the same route of their own accord. Going a step further, what if Microsoft ends up with haptic feedback and Nintendo doesn't?

As for the vitality sensor, why not just include it as a wrist strap? People are used to wrist straps from the Wii remote already (not that it would be the same), plus it's much easier to detect your heart rate from your wrist. It will also always have good contact; it won't matter what your fingers are doing. It could be similar to a thin headphone cable with a proprietary plug that plugs into the controller, leading to a bracelet of sorts that you attach to your wrist. Possibly velcro? Or would that annoy people. (Wouldn't bother me.)


The argument, or implication, the high tech games require a large budget to attain their visual quality is a bit of a misunderstanding as to where that money goes.

These multi-million dollar production values cost as much as they do due to the scope of production, such as the necessity for a tremendous quantity of art assets, sound composition, writing, voice work, detailed animation (especially cut scenes), and game features. You're paying for man hours, as your game contains so much 'stuff' that a lot of people need to be involved to get it finished in a timely manner. Big budget modern games dont necessarily cost more because costs over time have increased (this is still a factor), but because the scope of these games' production dwarves those of yesteryear.

Highly advanced engine tech and beefy hardware can, in many cases, make it easier and more affordable to include what used to be considered a 'big budget' feature in a game a fraction of the cost, thanks to how much can now be freely rendered in engine. The easier and more streamlined you make getting fancy effects running in your games, the less time it takes and the cheaper it costs.

There's still tremendous room to grow in rendering technology,
Yeah, once you get past the initial cost of developing these advanced engines, or paying others to use theirs, getting all the desired content into a game becomes much easier. More powerful hardware also means less time spent optimizing to get your source material to run well on the target hardware.

Yes of course. There will be games which concentrate on the controller. I was dreaming about bigger Games that where produced from the scratch only for the controller, putting all the horsepower on the small tablet :)

@blu: I would like that too.
I'm with ya.
 
The video game world has been so fucking boring lately, E3 so far :(

Haptic feedback = yet another thing to drain battery. As if the screen wasn't enough. I hope the battery in that controller is mammoth or something.
 

Jarsonot

Member
The video game world has been so fucking boring lately, E3 so far :(

Haptic feedback = yet another thing to drain battery. As if the screen wasn't enough. I hope the battery in that controller is mammoth or something.

Seems like they have quite a bit of room for a big battery.
 
The video game world has been so fucking boring lately, E3 so far :(

Haptic feedback = yet another thing to drain battery. As if the screen wasn't enough. I hope the battery in that controller is mammoth or something.

It should be, since the controller is fairly large and there's not a lot inside the unit to take up space.
 

Cookychan

Banned
If RE on Wii U uses that door burning touch puzzle in Revelations, I'm personally going to slaughter the guy who thought it was a good idea.
 

antonz

Member
I would expect something like a 5400mAH battery in the controller. The backplate door looks to be about 5" horizontal and 4" vertical. Obviously that doesnt guarantee anything but the panel is at least large
 

Log4Girlz

Member
The controller has a gyro, so it'll be an automatic steering wheel in racing games. The screen will probably be a hud and rear-view mirror.
 

lednerg

Member
I'm really looking forward to games that you only play on the Wii U controller screen. Like turn-based strategy games such as Nectaris/Military Madness and Advance Wars.
The no-TV-required aspect of the Wii U is going to be a big deal for a lot of people. Nintendo knows this, of course; it was the first thing they showed off in the intro video. I bet a lot of parents and spouses would appreciate having their TVs back again...


Off-Topic: Gamecube was called Dolphin and its chips were the Flipper, Gekko (moonlight), and Splash.
"The chips are [arranged] in the image of the dolphin which splashes under moonlight" [link]

Wii just had the generic Revolution as a codename, but the main chips all had a showbiz theme: Hollywood, Broadway, and Starlet.

So for Wii U, codenamed Project Cafe, I dunno... Barista, Espresso, and Hipster?
 
3d on the touchscreen itself would be awful for games since the stylus and your fingers will break the 3d effect, but for movies I can see it being implemented. nintendo's focus unless will not be on 3d however unless they are really diving into broadcasting their own content or TV shows series. 2D display is enough on the tablet since the main screens should have the 3D display.

Not that I'm hell bent on this idea (I think it's an off chance if the 3D effect in 3DS games really proves popular), but it would actually be pretty cool in a scenario where the game uses traditional dual analog controls - i.e. a port of a Durango or PS4 game. Cheap glasses free 3D in tablet format just might give Wii U a nice mid gen boost. But it's far too early for this.

This remains to be seen. We don't know what the final system will have.

Nintendo likes their fast ram, so I would assume whatever will be best for their final system is what will go in.

I am not a super techy person so I won't speculate what route they'll see best, and I've heard all sorts of arguments for DDR3, GDDR3 and GDDR5 RAM in the Wii U each respectively being the best choice, but all I know is Nintendo likes their ram.

I mean, the 3DS has FCRAM (http://www.memoryinformation.com/fcram.htm) and it seems to be some pretty serious RAM for a handheld gaming console.


I think blu talked about it once and went into some solid detail as to how it fit both Nintendo's and the 3DS design philosophy.
I just did some reading and it is an interesting choice, especially since they essentially limit themselves to one supplier. Nintendo are always on the lookout for new technology out of small companies. But in the case of Wii U, we've heard reports of dev kits having "pretty slow" RAM. Nintendo have used some cool RAM, but also made some questionable calls (N64 only 4 MB total and lack of much texture memory, ARAM in Gamecube). 1.5 MB of GDDR5 on a 96 bit bus should be the minimum they go.

As for the vitality sensor, why not just include it as a wrist strap? People are used to wrist straps from the Wii remote already (not that it would be the same), plus it's much easier to detect your heart rate from your wrist. It will also always have good contact; it won't matter what your fingers are doing. It could be similar to a thin headphone cable with a proprietary plug that plugs into the controller, leading to a bracelet of sorts that you attach to your wrist. Possibly velcro? Or would that annoy people. (Wouldn't bother me.)

I was thinking they might incorporate the vitality sensor into a grip attachment for the Wii U tablet, seeing as it lacks grips naturally, but I like the wrist strap idea as well. Didn't Nintendo mention it detects other body signals, as well, though, such as perspiration? I believe Iwata mentioned it was more than just a heart rate monitor, but he may have just been talking in the context of game possibilities. On a side note, I've been playing Fire Emblem: Path of Radiance, and besides it being a great game, I noticed that each character has a distinct biorhythm. The possibilities of vitality sensor and NFC in future Wii U versions is quite intriguing.

Edit: As a side note regarding haptic feedback, remember the Wii U controller does feature built in rumble. This in combination with a touch screen is not something we have experienced yet on 3DS, Vita, or any home console. There was a Nintendo patent years back in which Nintendo detailed various levels of vibration delivered to a user via stylus. Basically, you'll be able to "feel" when you hit an enemy or use a hotkey, I expect as much as how you can "feel" the different channels in the Wii menu. It's not exactly the haptic feedback people are asking for, but it's still got some possibilities.
 
The controller has a gyro, so it'll be an automatic steering wheel in racing games. The screen will probably be a hud and rear-view mirror.

As much as the idea is cool, I've never wanted to use a gyro for a serious racing game. And certainly not for a real successor to F-Zero GX, so I'm glad the sliders will be there.
 

lednerg

Member
3D screen, vitality sensor, haptic feedback... it's like you're asking Nintendo to disappoint you. Of course it just wouldn't be a next-gen Nintendo thread without amplified expectations, so carry on.
 
3D screen, vitality sensor, haptic feedback... it's like you're asking Nintendo to disappoint you. Of course it just wouldn't be a next-gen Nintendo thread without amplified expectations, so carry on.

Yeah, I expect Nintendo to release some sort of peripheral in the future. We know they experiment with all types of tech. As for haptic feedback, read what I wrote. I am referencing normal rumble.
 
3D screen, vitality sensor, haptic feedback... it's like you're asking Nintendo to disappoint you. Of course it just wouldn't be a next-gen Nintendo thread without amplified expectations, so carry on.

I stopped getting giddy about this kind of stuff 7 years ago... When I realized that there was little to no real examples of how it would dramatically improve gameplay, and that there would be little to no real dramatic shifts in design paradigms to make that happen (ground up non gimmicky stuff). So this stuff doesn't excite me, just give me a reasonably powerful machine, good price to performance ratio, realistic platform policies, great online and features, great control options, and great games.
 
I stopped getting giddy about this kind of stuff 7 years ago... When I realized that there was little to no real examples of how it would dramatically improve gameplay, and that there would be little to no real dramatic shifts in design paradigms to make that happen (ground up non gimmicky stuff). So this stuff doesn't excite me, just give me a reasonably powerful machine, good price to performance ratio, realistic platform policies, great online and features, great control options, and great games.

This is also true, and likely another reason why the vitality sensor and that environmental sensor thing just unveiled in that patent were never released. The uses given as examples (recommending clothes?) seem downright lame. And as for the heart monitor, various things not related to the game can interfere with that it seems. I don't think the tech is ready for prime time, but Nintendo could always find a piece of software that makes it worth releasing as they did with Wii Fit. That actually seemed to be the start of their "make something invisibile visible" craze which led to the other two yet-to-be-seen sensor peripherals just mentioned.

Edit: Still, I like the idea of vitality sensor using your "biorhythm" to generate and evolve a character in Fire Emblem or something like that. Gimmick or not, it's interesting stuff.
 

lednerg

Member
Yeah, I expect Nintendo to release some sort of peripheral in the future. We know they experiment with all types of tech. As for haptic feedback, read what I wrote. I am referencing normal rumble.
Oh, there's no doubt that rumble could very well be used in conjunction with the screen, at least with some games and possibly the UI itself. That's just a matter of software, though. It's actually been done on smartphones already, with varying degrees of success. I was just referring to the largely untested new tech that makes the screens feel bumpy, examples of which have been shown in trade shows for a couple years now.

EDIT: I'd like to see a dev use the camera to try to discern the player's emotions. It might even prove to be more reliable than a vitality sensor.
 
Oh, there's no doubt that rumble could very well be used in conjunction with the screen, at least with some games and possibly the UI itself. That's just a matter of software, though. It's actually been done on smartphones already, with varying degrees of success. I was just referring to the largely untested new tech that makes the screens feel bumpy, examples of which have been shown in trade shows for a couple years now.

Of course, I'm thinking with a stylus the normal rumble effect might work a bit better than fat fingering a smartphone screen.
 

klier

Member
Thanks to diminishing returns, there will not be a visual jump similar to xbox vs 360, anyone who is expecting that from any console, only really has to look at current PCs vs 360 and see that even that is arguable.

You don't know what you're talking about.
 

shnord

Neo Member
Rumble was/is pretty gimmicky itself, but it's still nice to have. Is it not enough to enjoy certain additions for simple benefits?

I don't really have anything to say about 3D, but being able to feel the keys of a virtual keyboard would make using one actually feel good to me. I don't like them at all as they are now. Also, as someone mentioned earlier, being able to feel your way around the subscreen without needing to take your eyes off your TV would be really useful. Obviously this wouldn't be necessary in situations where there's a scene you need to look at on the controller, but it would still be handy for all sorts of virtual buttons.

I can see the vitality sensor being used like a thermostat to regulate how many enemies are spawned. When your heart rate dips below a certain threshold, more enemies are spawned to bring it back up. When your hear rate exceeds that threshold, less enemies are spawned to keep things from getting too intense. Rather than having preset difficulty settings, the difficulty of the game could be tailor made to each person. There could also be an option to adjust the threshold depending on how engaged you want to be.

Having said all that, I personally don't care if none of this comes to fruition, but I still find these things interesting to consider.
 

wabo

Banned
Oh, there's no doubt that rumble could very well be used in conjunction with the screen, at least with some games and possibly the UI itself. That's just a matter of software, though. It's actually been done on smartphones already, with varying degrees of success. I was just referring to the largely untested new tech that makes the screens feel bumpy, examples of which have been shown in trade shows for a couple years now.

EDIT: I'd like to see a dev use the camera to try to discern the player's emotions. It might even prove to be more reliable than a vitality sensor.

That's a quite CPU consuming task. Vitality Sensor is just another input with none-or minimal calculation to consider. Anyway, even with crappy cameras ("good old" 640x480), is possible.
 

Terrell

Member
I think 720p @30fps should be the target for most titles. The main exceptions being fighters and racers, which should probably strive for 60fps. First person shooters can go either way, depending on the style and pacing. 1080p is a nice buzz word and good for bragging rights, but forcing the GPU to draw over twice as many pixels for something barely anyone would notice doesn't seem like a great use of resources, IMO.

Really? I mean, I know that a lot of people don't have their HDTVs hooked up properly and there's a big running gag about that, but to say it's some imperceptible difference or something is..... odd. I don't have a great eye for these sorts of things, but if I can notice a difference, ANYONE can. And it's gorgeous by comparison. My 42" plasma makes 720p content look less than stellar. Using a Wii with it was a total damned nightmare (praise Zombie Jesus for Dolphin).
 
While I think he is wrong, it is something to consider when you see so many comments about the Samartian demo implying that it is not that impressive.

EH it had some jank but it was still very cool and made on current gen engine in reasonably short time. I would expect whatever gets shown at gdc and E3 from Epic et al to be alot more polished.
 
I hope they don't delay Virtual Console releases for scheduling reasons. VC OoT came out about 8½ years after the original. That would make VC SM Sunshine already "late" by almost 2 years even if it were to come out on Wii U's launch day.
 

Oddduck

Member
The weirdest thing about Wii U is we've heard nothing about the virtual console service. I think everyone assumes they'll be able to transfer their games to Wii U without a problem. But I don't know if it will be that cut and dry. Nintendo might try to pull something to make people re-buy some of their games.

One thing I like about Sony is if you download a PS1 game, you can play it on PS3, PSP, and PS Vita. If you download an NES game like Mario Bros on virtual console, Nintendo won't let people play it on multiple Nintendo platforms/gadgets like 3DS. You have to buy NES games again on 3DS. The whole thing just seems very shitty.
 

ultrazilla

Gold Member
The weirdest thing about Wii U is we've heard nothing about the virtual console service. I think everyone assumes they'll be able to transfer their games to Wii U without a problem. But I don't know if it will be that cut and dry. Nintendo might try to pull something to make people re-buy some of their games.


Not odd at all considering we barely know anything "officially" about
the system to begin with.

That said, I'm sure the VC will be a big part of the Wii-U(name
subject to change).

I doubt Nintendo would re-charge for games. That's very "UN-Nintendo".
Especially with how they offered the ambassador program
for early 3DS adopters.
 

Cookychan

Banned
The weirdest thing about Wii U is we've heard nothing about the virtual console service. I think everyone assumes they'll be able to transfer their games to Wii U without a problem. But I don't know if it will be that cut and dry. Nintendo might try to pull something to make people re-buy some of their games.

One thing I like about Sony is if you download a PS1 game, you can play it on PS3, PSP, and PS Vita. If you download an NES game like Mario Bros on virtual console, Nintendo won't let people play it on multiple Nintendo platforms/gadgets like 3DS. You have to buy NES games again on 3DS. The whole thing just seems very shitty.

Well, probably because it'll be same-old, same-old, maybe with GCN games and 3DS-Wii U transfer. And a new UI, duh.
 
The weirdest thing about Wii U is we've heard nothing about the virtual console service. I think everyone assumes they'll be able to transfer their games to Wii U without a problem. But I don't know if it will be that cut and dry. Nintendo might try to pull something to make people re-buy some of their games.

One thing I like about Sony is if you download a PS1 game, you can play it on PS3, PSP, and PS Vita. If you download an NES game like Mario Bros on virtual console, Nintendo won't let people play it on multiple Nintendo platforms/gadgets like 3DS. You have to buy NES games again on 3DS. The whole thing just seems very shitty.

3DS had DSi to 3DS software transfer. I expect the same for Wii U
 

lherre

Accurate
That's a problem: It actually does exist. There's a CAT-DEV-V4 and a CAT-DEV-V42, and a DK-DEV-V5. All by Nintendo, and all released recently.

I repeat DK is Dev kit, no more, no other meaning.

There is a DRC-DK-VX but no DK-DEV. In fact V5 has another codename (at least internally).

Where did you see this "DK-DEV-V5"?
 
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