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Unity CEO says some vague Wii U stuff, website reports hyperbolic nonsense

pramath

Banned
I'm just going to leave this here and head for the hills...


http://www.cinemablend.com/games/Wi...ble-DirectX-11-Equivalent-Graphics-47126.html

All that talk about the Wii U being “weak”, “underpowered”, and not capable of outputting graphics like the Xbox 360 or PS3, is apparently hogwash. Unity Technology's CEO David Hegalson squashes the rumors by acknowledging just how far the Wii U's tech can scale and what developers will be capable of utilizing with the Unity alone.


So, for those of you who don't know the Unity Engine is like a poor-man's equivalent of the Unreal Engine. It's not an insult, it's actually a compliment. You get many of the same or similar features from the Unreal Engine, within the Unity Engine, but at a fraction of the cost and with a lot less “coding bulk”. What's more is that Unity 4 is capable of Shader 4.0 and higher, 3D texturing, real-time dynamic lighting and everything else in between. One of the more popular demonstrations of the Unity Engine is Zero Point Software's Interstellar Marines.

Recently, Unity Technology announced that the Unity Engine will be supported by Nintendo and the Wii U across the globe, opening up development via the indie-friendly engine for developers both big and small.

In a pre-briefing interview with Hegalson before the press announcement went live, Gaming Blend had the opportunity to ask a few questions about the jump from mobile, PC and current-gen consoles to the first next-gen console, and whether developers would be able to make use of all of Unity's latest high-end technology on Nintendo's newest console, including the ability to make use of Unity 4's DirectX 11 equivalent features and shaders. Hegalson replied with the following...

Yeah. We'll do a -- we'll make it potentially possible to do.

What's interesting is that our philosophy is always this: We have a match work flow and I'm sure we can make a decent game and prototype, and they're fun. And then we have a shared system that basically allows you to access the full capabilities of the hardware you run. That's going to be good whether you're running [software] on an iPhone, the Wii U, a gaming PC or whatever.

When pried about the actual clock speeds, shader limits and memory bandwidth of the Wii U's GPGPU, Hegalson tried waving off the question, basically saying that it was up to Nintendo to disclose that information. Dang it.

Epic Games' Mike Capps also retracted his comments about the inabilities and capabilities of the Wii U's hardware, first tweeting that the Wii U would be limited to the Unreal Engine 3 but then later clarified his comments saying that the engine was "unconfirmed for all platforms".


So far, The Big 'N' has been extremely discreet about the actual detailed hardware specifications of the system. We've at least learned more about the console's RAM configuration and hard disk space, as well as the fact that it's even using a GPGPU but further details are still sketchy. I imagine we'll find out a lot sooner as the system draws near the November launch date.

On the upside, at least it's confirmed the system can make use of the higher end functionality of today's generation's game engines, which should be a sigh of relief for a lot of gamers out there who were afraid that the Wii U just wasn't up to par. In fact, if what Hegalson 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?
 
Must be cuz I am very sleepy reading this but...where exactly did he compare the GPU's? or at least talk about it in detail?
 
Has the argument ever been the WiiU isn't up to par with current gen systems?

I always thought the huge argument was that it wasn't technically a "next gen" consoles because it ONLY had the equivalent of this gen.

I thought everyone knew it was basically this gen + a little more.

I seriously don't care either way, but people seem to be really bent out of shape. WiiU gonna be great for software.
 
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Who cares what the title is when you have the direct quote? When making threads, you have the liberty not be sensationalistic like the websites trying to get hits.
Yep.
 
The technical quality of a game's graphics these days is mostly limited by its budget, not by the power of the system it appears on. You won't see Wii U games that blow away Uncharted 3 or Gears 3 unless publishers are willing to pump dozens of millions of dollars into the game's budget. In fact, the same will also be true of games on the next Playstation and Xbox.
 
Nice catch :D

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I just think this whole Wii U power has escalated more than necessary.

We were told recently that apparently Wii U is DX11 feature capable, but performance wise it will be difficult.

Firebrand also recently said that we won't see titles that wow us in the first year, but we'll do later.


All together, it seems that Wii U is a stop gap, maybe like 2x-3x more powerful than current gen, and next gen will be like 3x-5x more powerful.


The technical quality of a game's graphics these days is mostly limited by its budget, not by the power of the system it appears on. You won't see Wii U games that blow away Uncharted 3 or Gears 3 unless publishers are willing to pump dozens of millions of dollars into the game's budget. In fact, the same will also be true of games on the next Playstation and Xbox.
I guess it depends. Games like Arma 3 looks phenomenal, but people would still argue that U3 or GoW3 look better, and I guess rightfully so.

However, for multiplat titles, the difference even if only in IQ and resolution, will be apparent
 
The headline and the article don't match up. The added attribution to unity in the thread title seems even more inappropriate. Terrible article.

And I'm sure wii u's GPU is more powerful than ps3/360. The class of shader model is less important than its performance, however, whatever that is.
 
Nice catch :D

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I just think this whole Wii U power has escalated more than necessary.

We were told recently that apparently Wii U is DX11 feature capable, but performance wise it will be difficult.

Firebrand also recently said that we won't see titles that wow us in the first year, but we'll do later.


All together, it seems that Wii U is a stop gap, maybe like 2x-3x more powerful than current gen, and next gen will be like 3x-5x more powerful.

Multipliers are kind of dumb, but I think this is most likely accurate.
 
I can only take from this article that the information attained and put in the headline had nothing to do with that irrelevant quote, and was instead collected at some point during there pre-briefing interview with Hegalson.

I thought you were leaving after the OP?
 
The headline and the article don't match up. The added attribution to unity in the thread title seems even more inappropriate. Terrible article.

And I'm sure wii u's GPU is more powerful than ps3/360. The class of shader model is less important than its performance, however, whatever that is.
Not really. Some games on 3DS look more beautiful than Wii games solely because of the more advanced feature support, while obviously Wii is much more powerful. There are also features [like dynamic lighting I believe] that if not supported, means a lot of trouble in porting.
 
The body of the article is not the same as the title.

There is much more uncertainty in the actual comments vs. the topic title.
 
if what Hegalson 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?

"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"
Why did he not compare the "raw"(polygons etc) power too?

I bet that the difference between wiiu and ps360 will be similar to the difference between 3ds and psp.
 
The body of the article is not the same as the title.

There is much more uncertainty in the actual comments vs. the topic title.

To me, it looks like the article was put up without going through the editing process, and a portion of it is actually missing.

Either that, or this is sensationalistic journalism... but if that were so, it seems they would have made more of an effort to at least make the article make some measure of sense.
 
Fixed the title for you.
 
Not really. Some games on 3DS look more beautiful than Wii games solely because of the more advanced feature support, while obviously Wii is much more powerful. There are also features [like dynamic lighting I believe] that if not supported, means a lot of trouble in porting.

Past a certain point of programmability. Comparing wii to 3ds isn't the same as divvying up between a 'dx10' part and a 'dx11' part. The latter are both relatively very flexible to program for. The difference between them is way less importent, IMO, than the horsepower behind them. Heck, I'd take a dx9 part with lots of power over a dx11 part with little. Algorithm affordance is nothing without performance.

So yeah, maybe if we were comparing a GameCube or wii to a dx9+ part we could talk about important architectural differences. Not so much with more modern hw - with anything that would end up in new consoles. Newer architecture is nice, but the bigger differentiator is performance.
 
So, for those of you who don't know the Unity Engine is like a poor-man's equivalent of the Unreal Engine. It's not an insult, it's actually a compliment. You get many of the same or similar features from the Unreal Engine, within the Unity Engine, but at a fraction of the cost and with a lot less “coding bulk”.
Holy crap, did that dude just try to say that Unity is more efficient than Unreal Engine 3?!

Fucking lol.
 
Okay... so after admittingly jumping the gun and posting this without actually properly reading it, I think I can see where the author was attempting to find the crux of his argument for his article... it kinda seemed hidden due to how poorly it's written. Here...

....whether developers would be able to make use of all of Unity's latest high-end technology on Nintendo's newest console, including the ability to make use of Unity 4's DirectX 11 equivalent features and shaders. Hegalson replied with the following...

"Yeah. We'll do a -- we'll make it potentially possible to do."


Basically saying they can run DX11 features and shaders on WiiU.... for whatever that is worth... not nearly as much as he is claiming in the title.
 
Okay... so after admittingly jumping the gun and posting this without actually properly reading it, I think I can see where the author was attempting to find the crux of his argument for his article... it kinda seemed hidden due to how poorly it's written. Here...

....whether developers would be able to make use of all of Unity's latest high-end technology on Nintendo's newest console, including the ability to make use of Unity 4's DirectX 11 equivalent features and shaders. Hegalson replied with the following...

"Yeah. We'll do a -- we'll make it potentially possible to do."


Basically saying they can run DX11 features and shaders on WiiU.... for whatever that is worth... not nearly as much as he is claiming in the title.

lol, your summary is just as bad as your thread title(and nobody believes that you accidentally made this thread)

Potentially possible does not equal "can run"
 
lol, your summary is just as bad as your thread title(and nobody believes that you accidentally made this thread)

Potentially possible does not equal "can run"

Believe what you want. I don't usually just post the tech side of things on this forum because I'm not a tech guy, I saw the article and posted it.

In any case, back on topic,

His first word was "yeah", and it was followed by the word "potentially", which doesn't make sense because it either it can run DX11 or it can't.
 
Believe what you want. I don't usually just post the tech side of things on this forum because I'm not a tech guy, I saw the article and posted it.

In any case, back on topic,

His first word was "yeah", and it was followed by the word "potentially", which doesn't make sense because it either it can run DX11 or it can't.
It can't run nor will it run DX11. Can developers program effects that are part of the DX11 feature-set? Yes.

Look at DX10, a prominent feature of it was tessellation. The PS3 is capable of tessellation, even though it uses some variant of Open GL. DirectX does not have a monopoly on certain effects.
 
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