http://www.youtube.com/watch?v=VNhGO_CRPLc might be of some use? has 'original' as a quality setting and was labelled on some site as a 'clean' feed. letting it buffer atm.
Who knows, but those are still bullshots. Perfect anti aliasing isn't going to happen.
How do you know 1080p isn't going to happen? There a many 1080p games on the Wii U arleady and more are getting anounced.
Mario Kart 8 is suppose to be 1080p. Smash Bros. U is suppose to be 1080p. Its seems that with the updates to system performance, efficiency and stability they are able to do far more than what they were a launch.
I have no reason to believe that this game cannot be done in 1080p on the Wii U GPU.
Then on top of all of that, you discount the fact that there is no discernible aliasing in the trailer so that you can dismissed the screenshots based on lack of aliasing. I think you may be hoping these are bullshots more than evidence suggests.
Who knows, but those are still bullshots. Perfect anti aliasing isn't going to happen.
I can't access the link.
This off screen 60fps Sonic Lost World video looks very very good in motion.
http://www.gamersyde.com/stream_soni...-30604_en.html
The key word you seem to have overlooked before responding is the fairly important conjunctive "and." He's not saying it can't do 1080p, he's saying it can't do 1080p and perfect anti-aliasing. I don't know I'd declare it in such absolutes, but I tend to agree. Even if the hardware is capable of 4XMSAA, that doesn't mean it can do that rendered at 1080p60. There are big performance costs with anti-aliasing, particularly at that level. I highly doubt 1GB RAM is enough to push 1080p60 with 4XMSAA and high resolution textures, setting aside that I don't think the GPU is capable enough for all that at the same time as well.How do you know 1080p isn't going to happen? There a many 1080p games on the Wii U arleady and more are getting anounced.
Mario Kart 8 is suppose to be 1080p. Smash Bros. U is suppose to be 1080p. Its seems that with the updates to system performance, efficiency and stability they are able to do far more than what they were a launch.
I have no reason to believe that this game cannot be done in 1080p on the Wii U GPU.
Then on top of all of that, you discount the fact that there is no discernible aliasing in the trailer so that you can dismissed the screenshots based on lack of aliasing. I think you may be hoping these are bullshots more than evidence suggests.
No one knows if it will be 1080p. I'm expecting 720p with 60fps. It would be a dream to see it in 1080p, while keeping the 60fps.
The key word you seem to have overlooked before responding is the fairly important conjunctive "and." He's not saying it can't do 1080p, he's saying it can't do 1080p and perfect anti-aliasing. I don't know I'd declare it in such absolutes, but I tend to agree. Even if the hardware is capable of 4XMSAA, that doesn't mean it can do that rendered at 1080p60. There are big performance costs with anti-aliasing, particularly at that level. I highly doubt 1GB RAM is enough to push 1080p60 with 4XMSAA and high resolution textures, setting aside that I don't think the GPU is capable enough for all that at the same time as well.
That sounds reasonable: 1080p30 with low MSAA our FXAA doesn't seem wholly outside the realm of possibility. But it all depends on the rendering load as well, as that will determine what's left in the budget, so to speak, for post processing. It's not as easy flipping switches.In those old docs it mention 1080p no MSAA, and I think single pass. It makes no mention of framerate though.
The key word you seem to have overlooked before responding is the fairly important conjunctive "and." He's not saying it can't do 1080p, he's saying it can't do 1080p and perfect anti-aliasing. I don't know I'd declare it in such absolutes, but I tend to agree. Even if the hardware is capable of 4XMSAA, that doesn't mean it can do that rendered at 1080p60. There are big performance costs with anti-aliasing, particularly at that level. I highly doubt 1GB RAM is enough to push 1080p60 with 4XMSAA and high resolution textures, setting aside that I don't think the GPU is capable enough for all that at the same time as well.
The screen shots look like they were captured from the video in the link. Is the entire video a bullshot too? What evidence do you have to suggest that this they are simply bullshots?
Please stop. You have jumped far out of bounds and are comparing grapefruits to cucumbers now.
We the same model from two games in the same series of the same make. The only differences here are the system strength. Its an Apple's to Apple's comparison. Trying to go make round about augments like that is just grasping for straws in defense at this point.
Wii U renditions is clearly a huge leap over the previous one.
This off screen 60fps Sonic Lost World video looks very very good in motion.
http://www.neogaf.com/forum/showthread.php?t=658013
Nothing? All of those are buzzwords.And then taking into account the extra polys, AA, improved textures, draw distance what does this tell us about the power of Latte..?
Nothing? All of those are buzzwords.
There were cases of PS3 making improvements to 360 games but the two are still very close. Not saying Wii U is a PS3 btw.
It's a buzzword because it's a vague descriptor that can be used in almost all console comparisons.They're not buzzwords, all of those take extra processing power to achieve, particularly the higher poly models. Weve seen higher poly models than average compared to PS3 and 360ttitles in a fair few Wii U titles so far - ZombiU, Ninja Gaiden, Sonic Lost World and Bayonetta 2 spring to mind.
It's a buzzword because it's a vague descriptor that can be used in almost all console comparisons.
Unless you're specific, it doesn't actually speak much about Wii U's power.
Again, PS3 had games that outperformed 360 but PS4 has games that outperforms both by a wider margin because it's been documented to do many things better and with greater effect.
What are the extra polys? Is Wii U pushing 1 more triangle or 5? That's a buzzword. It leaves too much to the imagination.Extra polys, AA, improved textures, and draw distance are objectively measurable and well defined concepts. Buzzwords are not.
Example of Buzzwords: theoretical FLOPs (PS3's 1.7TFs), Cloud Power (Xbox One), Emotion Engine (PS2), Project Reality (N64)... you notice that none of these are actually measurable results of the end product.
As for the bolded, that's why they aren't buzzwords, they are objectively quantifiable results which can be measured and compared.
They said it in the Video Dev Direct.
The E3 Developer Direct?
They said they want to maintain a solid 60fps, even with 2 players. Not once did I hear 1080p for Mario Kart. If you meant for Super Smash Bros, then yes they will have 1080p.
What are the extra polys? Is Wii U pushing 1 more triangle? That's a buzzword. All flash over substance.
Like, the only answer you'll get is Wii U does something better but then why bring up the question "what does this tell you about latte?" Can't you figure that out yourself?
Just out of interest, how much more Floppage (lol) does it take to run a game at 720p native at 60fps compared to 720p at 30fps..? Would it be twice as much given twice the framerate..? Ignoring the extra poly count, AA, draw distance etc. Would it take twice the processing power to run one of last gen's Sonic games at 60fps..?
And then taking into account the extra polys, AA, improved textures, draw distance what does this tell us about the power of Latte..?
Nothing? All of those are buzzwords.
There were cases of PS3 making improvements to 360 games but the two are still very close. Not saying Wii U is a PS3 btw (although there are interesting parallels).
PS3 = better CPU/weaker GPU 360 = Better GPU+edram/Weaker CPU
Wii U = Better GPU/RAM, CPU = ???
What happens when Sonic Team announces they're making a PS3/360 game that applies all of those advantages? Does Wii U all of a sudden become weak because the question was "what does this say about latte"?If you have the same game engine running on two different consoles and one has farther draw distance, that means it has to push extra polygons to draw those extra features in the distance. If that same game then also has higher resolution textures, It's also having to hold those in memory and apply the textures to the extra objects it's also rendering due to the extra draw distance. You don't have to know the exact count to know there is more.
To over simplify this, you can lift two weights and tell which one is heavier without having to know the exact weights of each or the exact difference between the two...
Sorry, I meant all 3 consoles, not just PS3. It was about how each console uses their own advantages.They're a bit nondescript, but I think its clear enough what he's referring to. No idea wether the game he's talking about actually features those improvements or not though. Also not sure what paralells you're seeing between WiiU and PS3.
What happens when Sonic Team announces they're making a PS3/360 game that applies all of those advantages? Does Wii U all of a sudden become weak because the question was "what does this say about latte"?
Just saying extra polys doesn't get you very far because the term covers a wide range of things.
What happens when Sonic Team announces they're making a PS3/360 game that applies all of those advantages? Does Wii U all of a sudden become weak because the question was "what does this say about latte"?
Just saying extra polys doesn't get you very far because the term covers a wide range of things.
Sorry, I meant all 3 consoles, not just PS3. It was about how each console uses their own advantages.
Really? Sure to go to 5+ghz you need phase change, nitrogen/etc.. and sub 0 cooling. But on the stock cooler on newer intel processors you can get quite a bit of OCing. Then if you put a bigger HSF on it, you can get even higher on air. And that's what we're talking about, air cooling.Just cause it's massive don't mean it's efficient. When it comes to oc'ing these days you need better form of cooling than air only be it cpu or gpu. You can still do a lot with air but there is clear wall of performance that it offers.
Uhhhhh....I have not seen any major discernable aliasing in any of the tralier released for this. That is big accusation to make with nothing really to support it.
The aliasing doesn't need to be perfect to take a screenshot of the game with none discernible.
http://www.youtube.com/watch?v=v7nweiUGh-g
I can see " occasional" aliasing in this video on small spots for breath moments, but it goes away the moment he stops moving or get closer to the object. The games has very little aliasing.
The Wii U GPU is capable of 4xMSAA I according to some older docs. This is not impossible at all.
The video looked to have resolution similar to 480p, so AA+downscaling should look similar to that.4xMSAA doesn't look remotely to that level of AA.
Matsushita: We waited because we believed in you! (laughs) The development environment for Wii U wasn't even done then, so I think that was part of what was making things difficult.
Iwata: The development environment for Wii U wasn't exactly ideal early on, so I'm sure that caused quite a hardship on you.
How do you know 1080p isn't going to happen? There a many 1080p games on the Wii U arleady and more are getting anounced.
To me that speaks for itself, amazing how it looks and runs. AFAIK it is 720p60. Most Wii U games are 720p60, that is about what I expected and I am OK with that. If further down the line they surprise with more 1080p games that would be really nice, but given the little known info we have I doubt it.
A 1280 * 720 * 8 (color + depth) * 4 = 28.125MB back buffer does not need tiling to fit in the eDRAM. Question is, would that be a good use for the eDRAM.I don't think you'll ever see 4xMSAA in 720p+ Wii U games, it uses far too much eDRAM and we don't know if it supports tiling.
A 1280 * 720 * 8 (color + depth) * 4 = 28.125MB back buffer does not need tiling to fit in the eDRAM. Question is, would that be a good use for the eDRAM.
That's what I mean, at 720p it consumes most of it and and at higher resolutions it wont fit at all. Given that the eDRAM isnt solely intended for the framebuffer and 2xMSAA or FXAA is a small quality downgrade for most people, it doesnt seem efficient.
M°°nblade;77880033 said:Reading the last couple of pages, you guys are trying way too hard to use the 'Wii U games have a higher IQ than current gen console' line as a proof that the console is significantly more powerful than said consoles because they don't.
Regarding the resolution:
Inform yourself better. Go check the B3D rendering resolution pixel counter list instead of just cherrypicking the 1080p games to force a point. 95% of all multiplatform games are running at the exact same resolution as the PS360 versions. This even means subHD (880x720) for games like CoD. The exclusive Wii U games you tout as 'an increasing amount of 1080p games!' are just 1 game (SSBM) and a bunch of Gamecube, 3DS and even PS2 ports. It doesn't prove anything as the PS3 also recieved a few less demanding exclusive releases (even at launch!), a hand full of PS2 HD classics and PSN games that were running in native 1080p.
http://beyond3d.com/showthread.php?p=1113344
Regarding the framerate:
Again, inform yourself better. DF framerate analysis show that the framerate of multiplatform games hovers between the Xbox 360 (usually highest) and the PS3 (usually lowest) version. I see no changes in upcoming releases like splintercell. Nintendo and some other companies targetting 60fps for exclusive Wii U games is great, but again ... this isn't something unique that differentiates Wii U games from current gen. Especially not when these are the same developers that were targetting 60fps as well on PS360 hardware. It's as dumb as claiming that the Xbone is more powerful than the PS4 simply because Microsoft has announced more exclusive 60fps games.
I'm sure Wii U games will look better over time. I expect the average Wii U game to have better lighting and textures than the average PS360 game. These expectations come from the footage I see and my understanding that the Wii U GPU is more modern (full dx10 feature set) and the console has twice the amount of RAM available for games. However, claiming there is, or expecting there will be an IQ difference is based on literally nothing. The games don't show it and from what understand it greatly depends on bandwidth in which the Wii U doesn't have a real advantage over PS360 hardware. Since PS360 image quality didn't increase over the years when developers got more experienced with the hardware, it's save to say that we won't see a positive evolution regarding Wii U IQ as well. People should expect 720p/30fps to remain the sweetspot IQ for the majority of Wii U games since the Wii U hardware simply doesn't have the specs to double the framerate or the rendering resolution. The Wii U is designed to be a 720p/30fps machine. If it wasn't, you already would have noticed.
Also, Krizzx, you claim you post in this thread to understand the Wii U GPU. I don't think that's true. The only reason you are here is because you want to tell a story. A story that the Wii U GPU is much more powerful than it really is. It's dogmatic and thus has nothing to do with learning anything new.
That's what I mean, at 720p it consumes most of it and and at higher resolutions it wont fit at all. Given that the eDRAM isnt solely intended for the framebuffer and 2xMSAA or FXAA is a small quality downgrade for most people, it doesnt seem efficient.
FXAA is absolutely awful and can die in a fire. I hope Wii U games never use it. If devs can't spare the frame buffer for real AA, I'd rather just have Jaggies.
Why is that. FXAA can do more than just AA. You can use it to add effects at a much lower cost as well.
Because it looks worse than no AA, plain and simple. The point of AA is to make 3D graphics look better not worse.
Because it looks worse than no AA, plain and simple. The point of AA is to make 3D graphics look better not worse.
Why is that? FXAA can do more than just AA. You can use it to add effects at a much lower cost as well(or at least it could in Skyrim on the PC). Even with FXAA, the texture are still generally clean and high quality. The degradation would be superficial.
Aren't most of your threads about WiiU? Not that that's a perfect indicator, but you also had one of the most misleading and disingenuous thread titles I've seen. I want to give you the benefit of the doubt, but it seems hard to discuss the negatives of something you always post about positively; how can healthy discussion be had?I've said it a dozen time. I'm not here for console war/fanboy garbage like that.
And which devs very likely won't use since, by my guess, it's inefficient for production quality code to use injection to achieve post processing. There are probably more efficient ways of doing it; people do it on PC because it's not officially supported.No it can't, it literally is "Fast Approximate Anti-Aliasing". What you're talking about is that the dll injector on PC can be used to run other post-process shaders, which are independent of FXAA.
Perhaps, thoughI cannot fully agree with that.
Aren't most of your threads about WiiU? Not that that's a perfect indicator, but you also had one of the most misleading and disingenuous thread titles I've seen. I want to give you the benefit of the doubt, but it seems hard to discuss the negatives of something you always post about positively; how can healthy discussion be had?
This is a very, very cherry picked example. It crops and zooms in on the one weak spot of low level MSAA (very high contrast spots) and highlights an object that has no texture detail so that the downside of FXAA isn't apparent. The zooming also makes the Jaggies look worse than they would otherwise.