I think the whole point with krizzx's Mario 3DW pic was to underscore how "perfectly" round/smooth that particular model is at places where it's meant to be. Even in many high-end games today, it's still easy to spot angular parts of meshes that are supposed to be more rounded. They are many rounded surfaces in the pic, and none of them are lacking, or showing any signs of being poly-starved. So his believe was that either they threw a lot of polygons at the model, or implemented some form of tessellation(I'd imagine the former was the more likely and simpler route). The notion itself makes sense, but he worded it in a rather tasteless way.
Anyway, whatever. I came to talk about other things...
As you may have seen in another thread, Project Cars dev revealed how they are using the eSRAM in XB1:
“Our engine uses a light pre-pass style rendering approach and after experimenting with a number of different variations we found it was more efficient to use eSRAM to hold the deferred render targets.
http://gamingbolt.com/project-cars-...l-use-mitigates-ps4s-unified-memory-advantage
I'm guessing that this may be a hint at exactly how they are using the eDRAM(Mem1) in Wii U. That would make sense, as Shin'en also revealed that this is how they are using Mem1 in their second-gen engine, even stating that this method for deferred rendering works well on Wii U(@ 60fps too, for their engine!).
If Project Cars is using Mem1 in this manner, it would suggest that the devs are
really putting this high bandwidth, low latency memory pool to effective use, as the architecture calls for. I say that because render targest would not be the
only way they are using it. Their logs had also revealed that they are also using it for other things also:
HUD Mirror rendering optimised for WiiU – uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1
http://www.virtualr.net/project-cars-weekly-build-recap-5
Question: How are they able to use Wii U's eDRAM for so many different things simultaneously?
I was under the impression that render targets alone could occupy most of the eDRAM, but it
seems likely that it's enough for that, in addition to other things as well. I'm anxious to see how the Wii U version turns out, since it is by far the least powerful of the Project Cars target platforms. A good port should give us a better idea of the hardware's potential.