blu
Wants the largest console games publisher to avoid Nintendo's platforms.
One of the most epic quasi-tech threads in gaf's recent history, if only for the end spiel.
One of the most epic quasi-tech threads in gaf's recent history, if only for the end spiel.
Which markets? I know about Korea and their fairly good success there, but where else? I'd like to hear more about this.
I currently live in Singapore and Maxsoft is the official distributor of Nintendo products in South Asia area (including Singapore , Malaysia , Indonesia , Philipines and Thailand). iQue is responsible for taking care of Nintendo products and do some localization work in mainland China.
Using 3DS as an example, SM3DL and Nintendogs got a "U.A.E Saudi Arabia, Malaysia, Singapore Official Product" seal on the case. It is basically the US version game without Club Nintendo reward PIN. But Oot3D does not have such a seal on it and it contains PIN. If we want to access eshop we must switch region to US, but there is noway to watch Nintendo Video because of the IP thing.
PS. If you have any detailed questions I'd like to answer.
Either that or they need good silicon yields and product burn-in tests to lock down their clocks. But when in doubt I'd personally go with the orange port.
Everyone has a different opinion of what constitutes a good FPS. Personally I think that if my health regenerates and I end up being forced into a series of scripted encounters, its an utterly crappy game, no matter what the budget.
I was thinking about this lying in bed after I posted it and realized it would probably make more sense to only render the hi res scene and then just copy and downscale it to the reference buffer.I don't understand why this is an issue if the GPU instructions are being translated anyway. Wouldn't it only be an issue for games that read from the framebuffer expecting a scene at the game's own defined resolution? Why not just render two scenes? A native "reference buffer" as well as a hi res buffer to be outputted which the game logic doesn't even know exists. Maybe I'm overlooking something really obvious though.
Worst case scenario?:
CPU: tri-core at 2.916 GHz
GPU: 320 SPUs at ~600 MHz
RAM: 1 GB
Pikmin Power Levels: Over 9000
CPU: tri-core at 2.916 GHz
GPU: 320 SPUs at ~600 MHz
RAM: 1 GB
Nintendo Magic: 110%
It's up to Nintendo of course, but we might not have to wait until E3 for some substantial info. Some developers seemingly have stuff they want to show as soon as possible.
That much is true. I'm an old whatchamacallit and senility is my best buddy. The only thing that can kick some senses in me is yogurt. Lots and lots of it.You obviously have no idea what you're talking about
I want PN03 redone without all the fake baked GI, in a path-tracing renderer (and ergo not in HD, as it'd be impossible for any current gpu). Seriously.Man, since all the tech talk here has stopped I've lost a lot of interest in the thread, but as I glance over everyone's wishes for remakes, my hunger grows and grows for an HD remake of Super Mario Sunshine.
It could just be nostalgia infused delerium, but I have very very fond memories of that game; probably the fondest of all the 3D Marios for me. I don't remember any real problems with FLUDD as a lot of people seemed to but given that we would now have pointer and/or gyro control, combined with great graphical fidelity, I think the game could be a real winner.
Probably depends on what it is.
I'm betting exclusive stuff will be saved for E3, but they might let them start showing off the multiplatform games.
I still think 640 - 800 is the real SPU range with some strange numbers in between (like 720/768), but eh. At this point, I'm ready to hear more about RAM amount.
I'd say that the developers who also sell middleware or do contract work are those who would be most interested in getting stuff out as early as possible.Probably depends on what it is.
I'm betting exclusive stuff will be saved for E3, but they might let them start showing off the multiplatform games.
Do you also expect the shader architecture to be Wekiva-based? Just for keeping those expectations in check ; )640 SPU is the logical Minimum. The reported first Dev Kit GPU was a 640 SPU part.
Thats why its so annoying when people do the hit and runs oh people are gonna be so disappointed stuff.
Outside of blatant trolls and people who refuse to accept reality we already have a decent baseline of what to expect. So unless Nintendo somehow nerfs the systems power most of us already have our expectations at reasonable levels.
640 SPU is the logical Minimum. The reported first Dev Kit GPU was a 640 SPU part.
Thats why its so annoying when people do the hit and runs oh people are gonna be so disappointed stuff.
Outside of blatant trolls and people who refuse to accept reality we already have a decent baseline of what to expect. So unless Nintendo somehow nerfs the systems power most of us already have our expectations at reasonable levels.
Nintendo will of course save their games to E3, but hopefully there will be some info on the multi stuff at least.
It's up to Nintendo of course, but we might not have to wait until E3 for some substantial info. Some developers seemingly have stuff they want to show as soon as possible.
Nintendo need no flops.The only way I can see Nintendo nerfing the systems power is to cheapen out and have a lower price tag. But if Nintendo wants to stay in the long run they need to have it at 640spu if they want the Wii U to last 7 years With some third party support
That much is true. I'm an old whatchamacallit and senility is my best buddy. The only thing that can kick some senses in me is yogurt. Lots and lots of it.
Do you also expect the shader architecture to be Wekiva-based? Just for keeping those expectations in check ; )
That's pretty close to my current state of watching a 600,000-verts-heavy mesh rotate slowly on a 5 SPU gpu.LOL. That other post you made had me envisioning you on your porch in a rocking chair as you talked about that.
I want PN03 redone without all the fake baked GI, in a path-tracing renderer (and ergo not in HD, as it'd be impossible for any current gpu). Seriously.
It's a silicon on insulator design and packs the same processor technology found in Watson, the supercomputer that bested a couple of meatbags on Jeopardy awhile back.
That's pretty close to my current state of watching a 600,000-verts-heavy mesh rotate slowly on a 5 SPU gpu.
I think most people are going to be a little disappointed when they see the final WiiU specs from what I am hearing. I know I was.
I think the 3DS is VERY telling on what the Wii U will be like. I mean that as in if the you were to consider the 360/PS3 = PSP the Wii U will = 3DS and the Xbox3/ps4 = Vita
Sorry, I stopped reading at "I want P.N.03". Seriously, it had SO much potential and it's a shame it was so rushed. But of course, Capcom would never touch the series again, and I doubt Mikami would want to re-visit working with Capcom even in a contracted sense. All hope is lost, but my candle still burns bright for Vanessa and her robocidal ways.
I agree that it might be a bit lengthy, but I wanted to create a small reference ram mainly for myself but for others to use as well of course. And I've heard as well from some sources Wii U won't be based on POWER7 (POWER6 was actually suggested, which I find quite obsolete (regarding power requirements and architecture) for Nintendo to base something around). But the split cache (at least the numbers) is new for me, have you got a link regarding it?No need to post all that stuff.
We've already heard word that the Wii U CPU doesn't seem to be based on POWER7 directly. It wouldn't make sense either if it did, although I still suppose it would have been possible.
The interpretation is that IBM has made a new PowerPC design possibly with some elements of the POWER7 (same basic processor features), that will be used in the Wii U and maybe the next Xbox and the PS4. We also heard that there's a cache split of 1.5 MB L2 cache for one core and 768 kB for the others, which is an oddly detailed fact for a CPU that besides that we know almost nothing about.
The fact that IBM is calling it a PowerPC instead of a POWER-chip is probably because IBM seems to use the POWER name for their HPC CPUs, and PowerPC is used for all other stuff. Which is why the PowerPC A2 is a PowerPC chip.
If we are going by Arkam's post:
Comparing the 360 -> Wii U to PSP -> 3DS is interesting. On paper, it seems difficult to measure how many time more powerful the 3DS is compare to the PSP. It's the modern fixed shaders in the GPU and the additional RAM that pushes the visual capabilities a bit beyond the PSP. I suppose I can somewhat see that comparison, though I don't think the gap of the Wii U to the other next gen consoles being comparable to as 3DS-> Vita
Rösti;34898859 said:I agree that it might be a bit lengthy, but I wanted to create a small reference ram mainly for myself but for others to use as well of course. And I've heard as well from some sources Wii U won't be based on POWER7 (POWER6 was actually suggested, which I find quite obsolete (regarding power requirements and architecture) for Nintendo to base something around). But the split cache (at least the numbers) is new for me, have you got a link regarding it?
I think Arkam's comparison discredits him somewhat.
What game developer would make such a simplistic comparison? He knows that the PSP -> 3DS gap has more to do with GPU improvements than raw power, which is no gap a modern GPU can achieve properly over Xenos. He also knows that Nintendo has always been more conservative in handhelds than home consoles. He doesn't know the Xbox 3 and PS4's power.
I'm curious if anyone could back up whether Arkam is an actual game developer.
I think Arkam's comparison discredits him somewhat.
What game developer would make such a simplistic comparison? He knows that the PSP -> 3DS gap has more to do with GPU improvements than raw power, which is no gap a modern GPU can achieve properly over Xenos. He also knows that Nintendo has always been more conservative in handhelds than home consoles. He doesn't know the Xbox 3 and PS4's power.
I'm curious if anyone could back up whether Arkam is an actual game developer.
You don't need Mikami to continue the franchise.
Ninja Gaiden 3 for instance is moving along without Itagaki. (unless he returned without my knowledge?!)
Mikami would probably be the only person interested in doing so. Capcom isn't even doing anything with MEGAMAN, what hope do we have of a poor-selling Gamecube game coming back from the dead?
While specs interest me, the OS and Networking abilities of this thing have me far more captivated.
So many possibilities for this thing in terms of a user interface.
Capcom isn't even following up on Zack & Wiki, for Pete's. The only way we could see those games revisited is if somebody went to Capcom with a lump of cash and said 'Here's this lump of cash, oh, mighty capcom, allow me to pretty please touch your buried IP at my own expenses. Please.' etc etc. Still, I thought we were fantasizing about what we wanted, ergo my post.Mikami would probably be the only person interested in doing so. Capcom isn't even doing anything with MEGAMAN, what hope do we have of a poor-selling Gamecube game coming back from the dead?
Xenos' is not a VLIW5 architecture but Xenos' SPUs are ALU-equivalent to 5 of the later SPUs. Thus Xenos' 48 SPUs are about equivalent to 240 VLIW SPUs (darn inflation).Just to clarify my stance:
320 SPUs: if Nintendo runs into problems
480 SPUs: minimum otherwise
640 SPUs: possible
800 SPUs: pushing it
And there's no reason to be afraid of 320 SPUs. That's still much nicer than the 48 in Xenos -- not that they're necessarily directly comparable, but still. There's also nothing preventing a 320 SPU chip from having 32 TMUs, which would be double Xenos. 640 SPUs or higher would certainly have 16 ROPs, also double Xenos.
Not that I'm an expert by any means.
http://en.wikipedia.org/wiki/Final_Fantasy_Versus_XIII#Development
It's only JUST entered "full production" as of last year, with all the work before it being teaser trailers, theoretical game design and scenario writing from the looks of it. Essentially, the game's announcement was severely premature. SEVERELY. But at the same time, SQE and Nomura have delighted in dicking us around and wasting money making trailers involving CONCEPT WORK. So the money invested in it before production even began is ludicrous.
We'll see a port, definitely. How quickly we will see one depends on whether or not Crystal Tools and Luminous Engine are ready to go for WiiU. But I really see no reason for doubting that it WILL happen.
Xenos' is not a VLIW5 architecture but Xenos' SPUs are ALU-equivalent to 5 of the later SPUs. Thus Xenos' 48 SPUs are about equivalent to 240 VLIW SPUs (darn inflation).