phosphor112
Banned
Can someone post the comparison shots? I can't access the link.
As someone else pointed out, saying the differences "aren't that apparent" seems to be inferring something different than what the wrote said. In fact, the quote makes it plain the WiiU version will be closer to current gen than next gen, so it's likely to be harder to distinguish the WiiU version from the 360/PS3 versions. It seems like you took away the exact opposite of what the quote was saying.If you are looking to upgrade your console, or getting a new one for the first time, your entrance fee for next gen consoles are each $100 apart. If the differences in graphics are not that apparent, or an issue, then buying into WiiU is the cheapest way to go.
This argument is only applicable when there are no apparent differences between the WiiU version of a game and the PS4/Xbox One versions, which as established above, is not seemingly the case at all.I mean, two or three years from now, if the WiiU is selling decently, getting important 3rd party ports, then Nintendo has made a good decision going the direction they have.
As someone else pointed out, saying the differences "aren't that apparent" seems to be inferring something different than what the wrote said. In fact, the quote makes it plain the WiiU version will be closer to current gen than next gen, so it's likely to be harder to distinguish the WiiU version from the 360/PS3 versions. It seems like you took away the exact opposite of what the quote was saying.
This argument is only applicable when there are no apparent differences between the WiiU version of a game and the PS4/Xbox One versions, which as established above, is not seemingly the case at all.
Shocking News:
http://www.eurogamer.net/articles/2013-09-27-watch-dogs-boss-compares-its-chicago-map-to-gta5s-scale
http://www.neogaf.com/forum/showthread.php?p=83870053
EDIT: All console versions are going 30fps by the way.
.The average gamer is not going to sit there and compare two copies of the game next to each other. So all the WiiU version has to be is 'close enough'. There is no "apparent" difference like SD vs HD, 30 vs 60fps.
Most consumers will probably make their decisions on other factors: DLC options, price of entry, online options, which version their friends have, Kinect, Off TV play, etc.
Not to forget, since many WiiU owners are enjoying off tv play, is it necessary for the WiiU version to be at parity?
I know it's not the first time this has been said (Wii U games tessellating everything, lol) but, has it ever been put forward by those who preach Wii U's power that tessellation is not free?I'm itching to know if Platinum are using tessellation for Gomorrah, either that or the model is ridiculously high poly.
Because they can tell the difference between PS360 and WiiU, but not WiiU and PS4/Xbox One, despite the WiiU version being roughly between the 2, or closer to current gen..
So if they can't tell the difference why wouldn't they just buy it for their existing console?
What makes you think it used stencil shadows, given the system lacks a stencil buffer, and WW does not exhibit any observable self-shadowing?Doom3 and WW are very different games but, yes, Wind Waker did use stencils. Only for characters though and not geometry.
The mem<->L1 DMA on the Gekko lineup works over the 60x. The benefits of the mechanism are not some extra BW (which a separate bus would have provided) but that (1) it works entirely asynchronously to the L/S units of the CPU, (2) is almost as flexible as the latter (scatter-gather support), and (3) can work orthogonally to the cache coherence protocols (locked L1D). Otherwise you're correct - AFAIK no other CPU (save for Power7) does that.To support SMP and make room for the additional DMA channels I guess.
Now, somebody correct me if I'm wrong here, but normal CPUs don't support DMA. They do memory transactions over their regular FSB. The Nintendo modified 750s on the other hand do have a DMA engine connected to L1d, allowing them to read from and write to memory without going through the FSB. Espresso has three cores and therefore three DMA engines, and I guess each DMA engine has a physical connection to the AMBA DMA controller on Latte. So it would require a wider bus.
To support SMP and make room for the additional DMA channels I guess.
Now, somebody correct me if I'm wrong here, but normal CPUs don't support DMA. They do memory transactions over their regular FSB. The Nintendo modified 750s on the other hand do have a DMA engine connected to L1d, allowing them to read from and write to memory without going through the FSB. Espresso has three cores and therefore three DMA engines, and I guess each DMA engine has a physical connection to the AMBA DMA controller on Latte. So it would require a wider bus.
What makes you think it used stencil shadows, given the system lacks a stencil buffer, and WW does not exhibit any observable self-shadowing?
.
So if they can't tell the difference why wouldn't they just buy it for their existing console?
Id Tech 4 = Progammable pixel and vertex shadersIs that the big reason why Doom 3 didn't get a Cube port? Also, characters DO Cast shdows, if that counts as "self-shadowing".
What makes you think it used stencil shadows, given the system lacks a stencil buffer, and WW does not exhibit any observable self-shadowing?
Ps2 lacked stencil buffer as well and plenty of games used shadow volumes. (Stencil shadows.)What makes you think it used stencil shadows, given the system lacks a stencil buffer, and WW does not exhibit any observable self-shadowing?
Plenty? I'd say countable on the fingers of one hand, but I might be missing some. I would say the opposite was true -- that self-shadowing was a 'big deal' on the ps2, thanks to the fact the hw had little provisions for such techniques.Ps2 lacked stencil buffer as well and plenty of games used shadow volumes. (Stencil shadows.)
Stencils are surely subject to emulation, and surely when emulated they are not as fast as native stencil support. Regardless, using stencil shadows for singular ground shadows where a basic shadow map would have sufficed would be a fundamental waste of fillrate. Unsurprisingly WW does not do that. As re how easy it is to create viable shadows with shadow maps disregarding the shadow quality - that's a rather void statement, don't you think? The quality of the shadow makes or breaks the technique, and is the main reason why there are more than a few algorithms and dozens of variations striving to achieve good/viable shadow quality with depthbuffers.What made Doom3 special was that it lit/rendered the scene for each light separately.
Character self shadows were disabled for quality reasons. (You can enable it with console command.)
Self shadows on characters are as easy to render/create as anything else with shadow volumes and or shadowmaps.
Problem is the quality you need to them not ruining the art. (Like we have seen with many games.(IE. early UE3))
Are you sure about that? I'm just going by 10 year old memories but DX7-era T&L hardware included stencil buffering (or so I thought).
.
http://www.gamasutra.com/view/feature/2945/shader_integration_merging_.phpAll hardware has its limits. They can be as minor as the maximum number of constant color registers in the texture environment (TEV) and as major as the fact that there is just one destination-alpha (stencil) buffer. However, if one has five shading methods, which all are using one constant color register to combine colors and the hardware supports just four, one has a problem. This can only be resolved in cutting a feature or in clever reuse of the color registers (i.e. making some colors just intensities and therefore end up with three color registers plus four intensity registers (rgba := four intensity values)). The flexible design of the Nintendo Gamecube hardware allows for many tricks like that, where one limited resource is substituted by another one with almost no additional cost. However, if you want to use two shading methods which both are based on a stencil buffer approach, you cant introduce any tradeoff, since there is just one of it. The rendering need to be done in two passes or some alternative method needs to be used.
One last time: Flipper does _not_ have a hw-supported stencil buffer, in the sense that stencil buffers have been defined in the established low-level APIs and compliant hw products. Stencil buffers in those APIs are not just arbitrary destination buffers - they have certain hw functionality associated with them, which functionality is targeted at accelerating shadow volume algorithms. Flipper's destination alpha does none of those functions (and the fact you'd lose your destination alpha if you used it as a stencil buffer is not negligible either). Otherwise you can emulate stencil buffers in any destination buffer, given a sufficiently-developed blending op set, and a sufficiently-large multi-pass budget.Sounds like the Gamecube had it:
http://www.gamasutra.com/view/feature/2945/shader_integration_merging_.php
Are you sure about that? I'm just going by 10 year old memories but DX7-era T&L hardware included stencil buffering (or so I thought).
I admittedly didn't google past a few buzzwords that were en vogue at the time. These were the 'it' thing when Doom3 came out though I'd argue that stencil shadows and shadow volumes aren't explicitly the same thing.
Edit: I could also be completely off my rocker here. I thought Doom 3 had been running on DX7-ish hardware but apparently it wasn't.
That's actually wrong.Nope, it required at LEAST DX8-level hardware and Carmack himself recommended DX9.
Thanks for the explanation. Seems strange to me that they didn't use the opportunity to add a few additional lines for the DMA engine to increase the bandwidth, but I assume it would have been too complicated to implement.The mem<->L1 DMA on the Gekko lineup works over the 60x. The benefits of the mechanism are not some extra BW (which a separate bus would have provided) but that (1) it works entirely asynchronously to the L/S units of the CPU, (2) is almost as flexible as the latter (scatter-gather support), and (3) can work orthogonally to the cache coherence protocols (locked L1D). Otherwise you're correct - AFAIK no other CPU (save for Power7) does that.
Neither finding means much. The bus is pretty irrelevant, it's just something we were thinking about a while ago that's now confirmed. It's not a surprise, really - 60x is IBM's standard bus for all ppc750s. It just didn't really look like a 60x because it is unusually wide.
The PCF thing is apparently nothing, though I still wonder why Nintendo had to write tests and demos for something any R700 should be able to do.
That's an interesting use of 'some' there ;pSo technically the game ran on DirectX 7-level hardware (and with some changes, even lower); it just wasn't optimal.
Do we actually know they didn't add any extra lines, though? I mean, in the context of then new wide 60x bus.Thanks for the explanation. Seems strange to me that they didn't use the opportunity to add a few additional lines for the DMA engine to increase the bandwidth, but I assume it would have been too complicated to implement.
Some AC4 footage was shown during today's Nintendo Direct (NA).
Unless it's my imagination it seems to look better than AC3. But the stream was a little iffy. If it DID look better who knows, they might have been using PC/PS4 footage...
Has it been said why the lighting in Wii U games looks so amazing. It looks stunning in the new Super Mario 3D World trailer.
There's a good chance that it was probably PC footage. Have they shown what the current-gen versions look like and if the PS4/Xbone versions look immediately better to the layman?
Some AC4 footage was shown during today's Nintendo Direct (NA).
Unless it's my imagination it seems to look better than AC3. But the stream was a little iffy. If it DID look better who knows, they might have been using PC/PS4 footage...
The lighting is great. wow
What makes you say that? While it may be true, are you dismissing the possibility that it is Wii U footage just because it seems to look better than AC3 on PS360(U) (from what little we see)?
And no, I dont' think they've shown ANY PS360U AC4 footage.
What makes me say that is that Ubisoft has been using PC footage for all other advertisements. I don't see why this would be any different.
the footage didnt look good to me at all. it looked like assassin creed 3.
Mario's shadow isn't supposed to be dynamic. It's a visual hint to see where you are while jumping, so it always has to be straight below you.That scene looks similar to pikmin where they blast off, in both cases the shaders are looking lovely, however they the "blasts" don't cast any real time shadows (check marios shadow pre and post explosions) unfortunately.
Definitely looks pretty though!
Mario's shadow isn't supposed to be dynamic. It's a visual hint to see where you are while jumping, so it always has to be straight below you.
Mario's shadow isn't supposed to be dynamic. It's a visual hint to see where you are while jumping, so it always has to be straight below you.
No idea. All we know is that the bus is apparently wider than usual.Do we actually know they didn't add any extra lines, though? I mean, in the context of then new wide 60x bus.
Yeah, you can do that. I prefer consistency though. And so does EAD it seems.Not always. If you're just walking around you can have it react to lights and junk, and have it below you when you jump. The Ratchet and Clank games do this, for example.
i guess we will see when we get OFFICAL WiiU gameplay footage.
That's the same footage of the ps4 gameplay during e3 2013, nothing more nothing less.
ps4 footage
WiiU ND october 2013
(both screens come from youtube video)
Yeah, I don't see it as unfortunate. If his shadow was dynamic you'd have no "where am I" indicator.
I'm pretty sure Nintendo has a system whereby once a code is developed it's shared between studios.Call me kooky, but has Nintendo recently developed an Ambient Occlusion fetish, or is that just me?
I'm pretty sure Nintendo has a system whereby once a code is developed it's shared between studios.
Mario's shadow isn't supposed to be dynamic. It's a visual hint to see where you are while jumping, so it always has to be straight below you.
I don't seem to hear the fan running all the time, although I do hear the drive occassionally start spinning just as I'm about to enter the Wii U Menu scree.nAnyway. People are mentioning performance gains after this latest update? Someone also mentioned their Wii U was running warm and the fan was on higher while at the home screen.
Can anyone test a new power draw?
Isn't Wind Waker the only one using it? If so, not really.Call me kooky, but has Nintendo recently developed an Ambient Occlusion fetish, or is that just me?
Isn't Wind Waker the only one using it? If so, not really.
They seem more interested in using bloom though (see Nintendoland, SM3DWorld, MK8 and of course Wind Waker HD).
That's what a high-res shadow map with good filtering looks like. Also, I doubt they care what direction the shadows are casted in, aside from the visual-cue considerations.You could be right, also a benefit because it's cheaper
I have to admit though, the shadows in this game are super clean! Especially when they do the projected shadows on walls, no jaggies anywhere, almost uncannily smooth. I it doesn't seem like they're using shadow maps, perhaps some projections based on the characters geometry. It's interesting, and very classy.
Perhaps, though, when the shadows hit perpendicular surfaces, I find they don't have the same feel as typical shadowmaps I usually see. For example, when the light source is above the characters, and the characters jump up a wall, the shadows will cast vertically great distances very cleanly. Typically this type of cast will stretch the resolution of any shadowmap I've ran into, showing it's raster roots.That's what a high-res shadow map with good filtering looks like. Also, I doubt they care what direction the shadows are casted in, aside from the visual-cue considerations.