Yeah, it's pretty apparent they were completely unprepared for going HD and releasing the Wii U. Any word on whether the TVii app is still coming?
I downloaded Punch Out last night and it took seconds. The installation part was literally about 2 seconds. Are you installing to a hard drive from the 1960's?
The OS in general is slow as hell, but that games download and installation most certainly wsn't.
The TVii app has been out for a few months now.Yeah, it's pretty apparent they were completely unprepared for going HD and releasing the Wii U. Any word on whether the TVii app is still coming?
It has bothered me for a long time that Nintendo low balls software engineer salaries (in both the US and Japan), they have Digipen constantly pumping out kids who are so passionate about working at Nintendo they have literally in their backyard a constant stream of people to pick from that are willing to take a pretty small salary for the opportunity of working at Nintendo. The rumored salary in the late 90s was something like $30K, which was not that much at the time (other places were probably $60K even for new grad), now I wouldn't be surprised if the new grad salary Nintendo pays is still like $50K
Basically, a company has to decide what to invest in. Do they invest in hardware engineering and supply chain manufacturing? That is Nintendo's biggest strength to date. Even more than game designers, yes. Do they invest in software engineers? Maybe for games they do, for OS or other things? Not as much obviously. It is one frustrating thing that hampers not just Nintendo but many Japanese companies to under-invest in software. You need to be willing to pay top dollar, recruit experienced architects, etc...then you will get an OS that doesn't suck
The Wii U emulators for Virtual Console games include a variety of other bits including control scheme editing, save-state creations etc. These features didn't exist in the Wii's version. All this is in the emulator rather than system wide due to the need for emulators to be edited to make sure the game works perfectly. Plus the manual.
This is what I'd like to know, too.Did Nintendo decide to forget everything they stood for by hanging onto cartridges and demanding a fast start up with the Wii?
Different people in charge now.Did Nintendo decide to forget everything they stood for by hanging onto cartridges and demanding a fast start up with the Wii?
Different people in charge, now.
Fixed--Yes, this should be the demand for all Nintendo fans.
I know that's not what you meant, but still.
Nice use of the comma. And the people that were in charge for the launch of the Wii are still in charge now. And they're still making the same exact mistakes over and over. Change would be nice.
Nice use of the comma. And the people that were in charge for the launch of the Wii are still in charge now. And they're still making the same exact mistakes over and over. Change would be nice.
As always, I bet Nintendo wish they make EXACTLY the same "mistakes" as they did with the Wii.
As always, I bet Nintendo wish they make EXACTLY the same "mistakes" as they did with the Wii.
Multiply by four as a rough start. 8bit to 32 bit instruction set. Then add an emulator code. They might also have the graphics in a different format to make drawing speedier. Likewise with sounds, they might be samples and not emulated. It's not hard to see how it's a lot bigger.I've got to chime in on this. The Wii version of Punchout!! which also includes its own wrapper and emulator is 22 Blocks! Which is 2.75 MB.
How the hell did it suddenly grow nearly 15 times in size!?
Multiply by four as a rough start. 8bit to 32 bit instruction set. Then add an emulator code. They might also have the graphics in a different format to make drawing speedier. Likewise with sounds, they might be samples and not emulated. It's not hard to see how it's a lot bigger.
Whoosh. You need to clarify.Are you wearing boots right now?
Well can't complain about load times.
Console is always off, cause there are no games.
Multiply by four as a rough start. 8bit to 32 bit instruction set. Then add an emulator code. They might also have the graphics in a different format to make drawing speedier. Likewise with sounds, they might be samples and not emulated. It's not hard to see how it's a lot bigger.
Once someone seriously argued on neoGAF that the loading times were positive and, in his opinion, should be longer so he can listen to the amazing Wii U OS music for that much longer. So look at it from that perspective and it's almost a blessing the OS takes forever to load things!
They're emulating the NES hardware, not rewriting the game in native Wii U code!
Seriously?
Outtrigger888 said:In a general sense, the load times overall are fine. I've never once got impatient with them. The OS music helps the transition to where sometimes I wish there was a little more load time.
What is "installing"? If it's just copying? Sure. If it's deflating an uncompressed archive? Yes. If it's anything more than that? Maybe. Maybe not. Installing a 3MB security update on my Macbook Air, with SSD and all, can take up to five minutes. There is no "installing X MB on system Y takes Z seconds" rule. What archive format is used? What kind and level of compression? Encryption? How many files does the archive contain, and does the installer verify checksums of each file? Are there any pre or post install scripts, and what do they do?
Don't get me wrong, installing shit on Wii U certainly is slow. Too slow, from the perspective of a user. But there might be technical reasons, and "but it takes so and so long on some other system" isn't helping the discussion, because we have no idea what either system actually does.
The games include the emulator, manuals and Miiverse compatibility right?
maybe that's why they're bigger.
If that same attitude is shared by software engineers at Nintendo, it's no wonder the OS runs like it does.These days, whether a download is 30MB or 3MB is academic.
The TVii app has been out for a few months now.
When your video stop its still installing....
It's amazing that many of the advancements they made on the 3DS didn't carry off to the Wii U.
Multiply by four as a rough start. 8bit to 32 bit instruction set. Then add an emulator code. They might also have the graphics in a different format to make drawing speedier. Likewise with sounds, they might be samples and not emulated. It's not hard to see how it's a lot bigger.
There's all sorts of stuff they could have put in there to bump up the file size. Not that I think it matters much. These days, whether a download is 30MB or 3MB is academic.
... 3G connections vehemently disagree with you. Also, this is a very bad attitude software development wise. I am not talking about carelessly spending tons and tons of resources and time on optimizing things as if we were running on Intel 386 chips, but it is the kind of philosophy which can easily lead to a system running poorly even though the HW could offer so much more than that.
Sure, in an ideal world, they'd want to get these download sizes down, and for a device using a mobile data connection it would be immeasurably more important. I just think with all the shockingly amateur stuff that needs fixing in the Wii U's OS, the size of Virtual Console downloads being about 30MB too heavy is neither here nor there.
I'm annoyed at the "First world problems" responses in the video. If I spend $350 on a console that runs on 6 year old hardware it better at least have a lightning quick OS.
Not even the 360 and PS3 has a "lighting fast quick OS". So yeah, I see this as a first world problem.