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Wii U Community Thread

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joesiv

Member
Holy shit, just realized that it's being rendered twice, both on the Gamepad and the television. EDIT: Or is only a video being shown on one of the screens?
Also, the global illumination looks incredible. So much radiosity going on in there, and it doesn't seem to be baked.

To me it looks like it is mirroring the main screen, in this case it's nothing to get excited for. Like your PC/MAC, it takes no additional processing/rendering power to mirror a display (in this case, just scaling and streaming, however, if it was rendering a different camera angle/view, then it would indicate additional processing power.
 
Wasn't that Oban GPU supposed to be 32nm? If you are right than for sure Nintendo is using a 40nm GPU which is quiet enough for me.
Because it's unified nature conformed it to the cpu manufacturing process.

You also have some cases like that with AMD Fusion line; but no exceptions beyond cpu/gpu joint manufacturing.
Anyways, I'm wondering if techies here can riddle me this?

I was trying to find the benefits of eDRAM compared to the 360's. According to this forum post (yeah it's from gamespot but meh) the 360's 10mb of eDRAM wasnt enough to store a 720p image, so it became useless for AA and dof, etc at 720p. Thqts why games like halo 3 were 640p or lower.
http://www.gamespot.com/forums/topic/26116823

So if the Wii U does have 32mb of eDRAM on the GPU, will it be enough to store a 720p or even 1080p image and add "free" AA or motion blur or DOF without taxing the GPU? Will the Wii U be able to render 720p games natively without tiling and AA?
It's true.

Anyway, I did the math before; I'll post in a while since I have to explain what it means and well, it's not written in english right now.
I don't know about that. Nintendo has always used main nodes over half nodes for their CPU and GPU. That's what makes 32nm likely IMO.
Because they used NEC as a manufacturer before.

I'm betting it's AMD (actually TSMC) manufacturing the GPU this time. But I could be wrong of course.
 

Donnie

Member
The only reason you see us talking about dx11 because it lets us know the feature set of the card. If it is dx11 that means they move onto evergreen or newer gpu which would be a good thing.

It means they've developed their GPU to enable DX11 level features, that's all. As I've said before, they aren't creating a GPU by moving to whatever AMD brings out in the PC space. They've taken a particular GPU design (R700) and customised/evolved it to become the GPU they want.

Wonder what he means by "excessive CPU power", goes along with all the comment on CPU problems. This pretty much confirms it,, they scaled back on the CPU side.

He explains what he means by excessive CPU power. From what he says he means creating a CPU that's powerful enough to run unoptimised code just as fast or faster than current gen console CPU's run highly optimised code. That would require a CPU far more powerful than Xenon or CELL.

Which is pretty much what I've been saying as far as the WiiU's CPU goes. It won't be powerful enough to run code highly optimised for a totally different CPU without any problems (because the code being highly optimised for a CPU like Xenon means its unoptimised for a CPU like WiiU's). But I'd guess that with optimisations it'll be faster than the likes of Xenon.
 

Meelow

Banned
They don't want to get Dreamcasted? No matter how annoying it is for now, releasing specs justifies the pursuit of high end specs. Not releasing GC specs did nothing to downplay that GC was, at least, the #2 powerful console in that gen. They don't even take part of the conversation and Wii proved that they have a point. Not revealing specs to cater to some crowd that may or may not buy the console does nothing for them at this point in time. I can't hold it against them because I'm desperate for info and the overwhelming truth of this industry is about games. Quality games will override all other factors.

Yeah I agree, the Wii U could have the most cutting edge tech and Nintendo still would not release the spec details.
 
It means they've developed their GPU to enable DX11 level features, that's all. As I've said before, they aren't creating a GPU by moving to whatever AMD brings out in the PC space. They've taken a particular GPU design (R700) and customised/evolved it to the GPU they want.



He explains exactly what he means right in the comment you've read. From what he says he sees excessive CPU power to mean creating a CPU that's powerful enough to run totally unoptimised code just as fast or faster than current gen console CPU's run highly optimised code.

You can talk at him until your face turns blue, like Violet Beauregarde from Willy Wonka chewing on a stick of dessert gum, and it won't matter. This has actually become the "argument with USC-fan thread" to a major degree. Kind of sucks the fun out of discussing other things... Like different game play styles we would like to see.

I, for one, would love to see a followup to XenoBlade Chronicles with the party leader using the DRC and two other players using either Wii U CC pros or Wiimote/ Nunchuck to control their players actions during battle.

I wouldn also love to see a huge Metroid or Castlevania with each player taking a different route in the game and clearing out different areas and subbosses at the same time. They could then join up to take on a bigger challenge together.

Multiplayer mode in Punchout for Wii U never got fully realized either. Now that each player can use a screen they could box the shit out of each other because of better angles.
 

Hoodbury

Member
Those two new GTA V screen shots look nice. Really hope that will be one of the 3rd party games that isn't announced yet but will be announced soon.
 
Those two new GTA V screen shots look nice. Really hope that will be one of the 3rd party games that isn't announced yet but will be announced soon.

It is only fair that this be the case, at least to start with. Rockstar could port it over for not that much money. Compared to the amount that each major installment in that franchise makes, they should just commit about 2-5 million dollars to port it over.

Even at five million dollars to port it, how many copies would it have to sell at 60 dollars a pop to make a profit? If it sold even a half milion copies, would that not be about thirty million dollars before taxes, overhead, and expenses?
 

Donnie

Member
Sadly i don't think that this means anything other than there wont be many UE4 mulitplats on the wii u. IIRC epic said the same thing about UE3 on the wii, and one studio managed to get it to run on the wii but nothing came of that

You're probably thinking of Unreal Engine 2.5 (Ubisoft ported this for Red Steel). I think it was mentioned years ago about a third party trying to get Unreal Engine 3 on Wii. But AFAIK we never heard of it actually running on Wii, its feature set is incompatible with the engine so it would take a massive overhaul.
 

Hoodbury

Member
Translation: We have no faith in any game from Epic selling on the Wii U.

Of course they aren't the only 3rd party thinking that.

Ya, I had to read that quote a couple times to try and figure out what they were trying to say. So basically he confirmed the Wii-U is capable of UE 4, it's just that Epic themselves don't have any games being made for Nintendo.

Which as far as I'm concerned is actually pretty good news.
 

schuelma

Wastes hours checking old Famitsu software data, but that's why we love him.
That's more than interesting. That's one of the most important things we've needed to hear.

.

I don't see that as particularly good news, honestly. 3rd parties are not going to go out of their way to adapt the engine to Wii U, and the constant referring to UE3 makes it pretty clear to me where Epic thinks Wii U belongs.
 

tkscz

Member
Ya, I had to read that quote a couple times to try and figure out what they were trying to say. So basically he confirmed the Wii-U is capable of UE 4, it's just that Epic themselves don't have any games being made for Nintendo.

Pretty much. Epic would rather use the UE4 engine not so scaled down. I think the lighting and particles would be possible on Wii-U (as that's really all there was to UE4), just not on as high a scale as it would be on PS4/NeXtbox. If games like Mass Effect 3 do well on the WiiU, I could see EA being the first to do it.
 
It's funny really. This particular topic has been the source of angst, caterwaling, and tongue gnashing for the better part of a year in these threads. A few people have literally been ready to jump off a bridge because they thought Wii U could not run UE4.

Aaaagh No UE4 equals no buy for me!

Now we find out from one remark from Mark Rein that people were being despondent for nothing.

BTW, what ever happened to the rumor about Epic games and Metroid?
 

Earendil

Member
Ya, I had to read that quote a couple times to try and figure out what they were trying to say. So basically he confirmed the Wii-U is capable of UE 4, it's just that Epic themselves don't have any games being made for Nintendo.

Which as far as I'm concerned is actually pretty good news.

I'm sure some people will take this as confirmation that it cannot run UE4. Things like this get taken out of context all the time.
 
I don't see that as particularly good news, honestly. 3rd parties are not going to go out of their way to adapt the engine to Wii U, and the constant referring to UE3 makes it pretty clear to me where Epic thinks Wii U belongs.

If UE4 is as scalable as Epic touts it, that's not a good excuse for them. At the same time like I mentioned in your thread, Epic has a certain idea of how they want UE4-based games to look. And we've all known that if Wii U could handle a UE4-based game it wouldn't be reduced. And people wanting to own one console are probably not going to be too concerned about fewer particles and less tessellation.

The "Wii U isn't the right market" is the only "legit" bullet devs have left IMO.
 
You're probably thinking of Unreal Engine 2.5 (Red Steel was on this engine). AFAIK nobody got Unreal Engine 3 running on Wii, its feature set is totally incompatible with the engine.

Ah your right. The most i could find was this

I mean, I'm sure some of our licensees, just as a commercial exercise, will probably do it. I know one of our licensee who's giving it a shot; it's their own port,
 
but it's just, we won't don't do it ourselves
http://archive.videogamesdaily.com/features/markrein_ut3_iv_p1.asp

In an old interview from vgdaily from 2007. Actually it sounds alot like epics statement today in regards to UE4 on the wii u
 
How anyone could interpret that as bad news is beyond me. He says right there Wii U is capable of running UE4 if the customer needs it.

Yup a lot of strange responses in that thread. It doesn't guarantee that anyone will actually port UE4 games to the Wii U but it certainly means there is a chance. A much better chance than the Wii ever had.
 
Sadly i don't think that this means anything other than there wont be many UE4 mulitplats on the wii u. IIRC epic said the same thing about UE3 on the wii, and one studio managed to get it to run on the wii but nothing came of that

Translation: We have no faith in any game from Epic selling on the Wii U.

Of course they aren't the only 3rd party thinking that.

If I correctly understand, Epic games doesn't want to bring the engine on Wii U but any 3rd party companies could still use UE4 for Wii U for their multiplatform games.

Seems to me western 3rd party developers won't develop on Wii U anytime soon.

Where do you guys get this stuff from? All he said was

1) It can run UE4 if the customer wants it to.

2) We (Epic) don't have anything UE4 coming to the system.

How do read into that what you read?
 
Ah your right. The most i could find was this


 
http://archive.videogamesdaily.com/features/markrein_ut3_iv_p1.asp

In an old interview from vgdaily from 2007. Actually it sounds alot like epics statement today in regards to UE4 on the wii u

In that interview, Rein basically says trying to bring UE3 wouldn't be worth the effort. I usually hate over-analyzing small snippets of quotes, but it seems like Rein is more optimistic about UE4 on Wii U than he was about UE3 on Wii.
 

darthdago

Member
"The way Wii U outputs UE4 is not representative of how we want the engine's performance to be perceived. For this reason, we are not supporting the Wii U."

But Mark Rein has never said that Epic will not support WiiU??

Even if they dont have a game (or work together with Ninty) for Wii U in the works he didnt say at all that Epic wont support WiiU.

Only thing he said is that the UE4 is running on WiiU and Epic themself has no game in the works with that engine. But anyone who wants should feel free cos it WORKS!!!
 
"The way Wii U outputs UE4 is not representative of how we want the engine's performance to be perceived. For this reason, we are not supporting the Wii U."

Where did you get that quote? Do you have a link for that?

It sounds to me like he is talking specifically about Epic's own games not coming to the Wii U from that quote, and also the other interview. And if that is the case, of course Epic is not going to put GOW4 or Unreal tournament on Wii U. They have deals already in place with Microsoft don't they?
 

big_erk

Member
Yup a lot of strange responses in that thread. It doesn't guarantee that anyone will actually port UE4 games to the Wii U but it certainly means there is a chance. A much better chance than the Wii ever had.

The fact that the Wii U is capable of running UE4 almost guarantees that some one will put the engine on the system. It just won't be Epic at this time.
 

Earendil

Member
Oh man, you got that right! I am going to venture into some other threads for a while. This is like interacting with people's ids all day long.

I'm staying far away from that thread. I still have that 'new account smell', and I don't want to ruin it with a perma ban.
 
The fact that the Wii U is capable of running UE4 almost guarantees that some one will put the engine on the system. It just won't be Epic at this time.

Yeah definitely won't be Epic. I wonder what 3rd party publisher would most likely end up porting UE4? Ubisoft maybe? I mean they seem to be supporting the system more than most at the moment.
 
So if the Wii U does have 32mb of eDRAM on the GPU, will it be enough to store a 720p or even 1080p image and add "free" AA or motion blur or DOF without taxing the GPU? Will the Wii U be able to render 720p games natively without tiling and AA?
Ok, first off, Let me lay the basics for this, measuring how much an image weights is pure math and it's like this:

1280x720x32 = 29491200 bits = 3.5156 MB/frame (x30fps=105.47 MB/s; x60fps=210.94 MB/s)

1920x1080x32 = 66355200 bits = 7.9102 MB/frame (x30fps=237.31 MB/s; x60fps=474.61 MB/s)

(the 32 in the end is relating to the bit depth for the image; in this case 32 bits)

But it's not just this, it's an additive process; Z-Buffer is typically 32 bits as well (but can also be reduced to 24 bits) which effectively doubles the pixels being sampled and X360's "free AA" adds 24 bits per passage; because passages come in pairs 2xMSAA and 4xMSAA on X360 costs an extra 48 or 96 bits respectively.

In short, you do this… I'll do three case test scenarios here, first off the simple no-AA solution 32+32=64 bits (frame+z-buffer), second 32+32+48=112 bits (frame+z-buffer+2xMSAA), third: 32+32+96=160 bits (frame+z-buffer+4xMSAA)

1280x720x64 = 7.0313 MB/frame (x30fps=210.94 MB/s; x60fps=421.88 MB/s)

1280x720x112 = 12.3047 MB/frame (x30fps= 369.14 MB/s; x60fps= 738.28 MB/s)

1280x720x160 = 17.5781 MB/frame (x30fps= 527.34 MB/s; x60fps= 1054.69 MB/s)

No-AA, 2xMSAA and 4x MSAA respectively.


As I'm sure you understand, you'll be doing tiling from 2xMSAA and up. (and no, in 2xMSAA even reducing the z-buffer to 24 bits would still land us on 11.5 MB/frame field and rendering the frame and z-buffer on 24 bits would fall on 10.5 MB/frame range; leaving no quick fix other than tiling and/or sub 720p). I also left the MB/s math in as a means to help establish a relation of why 60 frames had a hit on framebuffer bandwidth and could act as a bottleneck; there's no 3D game at 1080p achieving 60 frames this gen (wipeout hd dynamic framebuffer doesn't count, as it adjusts frame size; closest game to doing it is Ridge Racer 7). On top of it I'm sure you know this, but framebuffer acts as a scratchpad of sorts, so you can add even more layers/passages to whatever you're doing on top; it's not uncommon for full frame distortion effects to be applied on top for example. On a side-note, on 1280x720 Wii U could do 8xMSAA without tiling, taking roughly 28 MB per frame.


With this explained I can get on to 1080p, 1920 is:

1920x1080x64 = 132710400 bits = 15.8203 MB/frame (x30fps=474.60 MB/s; x60fps=949.22 MB/s)

1920x1080x112 = 232243200 bits = 27.6855 MB/frame (x30fps=830.57 MB/s; x60fps=1661.13 MB/s) ⬅ Wii U could do 1920x1080p with 2xMSAA without tiling.

1920x1080x160 = 331776000 bits = 39.5508 MB/frame (x30fps=1186.52 MB/s; x60fps=2373.05 MB/s)

Again, No-AA, 2xMSAA and 4x MSAA respectively.


A 40 MB framebuffer seems tempting (albeit a little overkill on a platform we haven't seen pulling 1080p yet), but still the 32 MB of eDRAM on Wii-U seem very generous, should be way more straightforward than X360's eDRAM to work with; of course this is just a part of the puzzle, the rest depends on this part bandwidth and clock speed as well as console fillrate; probably why we aren't seeing more (have we seen any?) 1080p games too; still, should be way more easy to pull on it than on this gen, but I suspect most devs will prefer to spice up the graphics and/or throw in more effects/anti aliasing.

Also there's MLAA now which could spare the framebuffer a little but would erode the available fillrate (and a few stream processors along the way) so time will tell how often it'll get used on the platform with less GFlops this upcoming gen.

I hope it shed some light into the matter.
 

chris3116

Member
For the UE4, I don't think the engine will be as popular than UE3. Why?

Because most developers have now their own engine. EA has Frosbyte, Crytek has CryEngine, Konami has Foxengine, Capcom has still Framework, ...

Why would they licence something when you make something yourself? I think UE3 will still be popular even when Xbox 3/PS4 will come.

But I can see some western 3rd party still going for UE4 and not porting their stuff to Wii U even if it's possible.
 
This is why "mature" games and 3rd parties will fail on the Wii U, "WHEN" they show up it's to late.

Yeah, I think establishing some good mature IPs at a console launch would benefit both Nintendo and the third parties releasing the games. If the demographic is ignored early on, the likelihood of attaching that audience to the console shrinks significantly. At least the Wii U is getting some of these games from the start: Assassin's Creed III, Aliens, Zombi U, and possibly Black Ops 2. That's more than the Wii got at launch, at least.
 
Not to mention IBM's eDRAM is manufactured on 32nm. Dont think it is on 40nm.
Very good point, if that is embedded on the GPU it could force them to go 32 nm's (or make that as a conscious design choice).


But it didn't on X360:

Original X360 GPU core - 90 nm
Original X360 GPU eDRAM - 90 nm

Jasper X360 GPU core - 65 nm
Jasper X360 GPU eDRAM - 80 nm

Trinity X360 GPU core - 45 nm
Trinity X360 GPU eDRAM - 65 nm
 

tkscz

Member
I want to talk more about the Lighting in NintendoLand. How many games on consoles this generation had lighting like that?
 

Donnie

Member
Ah your right. The most i could find was this


 
http://archive.videogamesdaily.com/features/markrein_ut3_iv_p1.asp

In an old interview from vgdaily from 2007. Actually it sounds alot like epics statement today in regards to UE4 on the wii u

I think the difference is that from his comments in that interview he has no doubt UE4 will be able to run on WiiU. As opposed to talking about a third party "giving UE3 a shot" on Wii. Its a pretty big difference IMO.
 

Earendil

Member
Very good point, if that is embedded on the GPU it could force them to go 32 nm's (or make that as a conscious design choice).


But it didn't on X360:

Original X360 GPU core - 90 nm
Original X360 GPU eDRAM - 90 nm

Jasper X360 GPU core - 65 nm
Jasper X360 GPU eDRAM - 80 nm

Trinity X360 GPU core - 45 nm
Trinity X360 GPU eDRAM - 65 nm

The eDRAM on Xenos was a daughter die, so it could be fabbed at a different process, right? That doesn't apply to the WiiU since it appears to be on the same die as the GPU. They would have to be the same process.
 
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