NOTE: This game was only 40 MB in size and had no optimization according to Shin'en. A far cry from what the Wii U should be capable of.
@ShinenGames Shin’en, huge fan of you guys here. What exact month can we expect your guy’s new game announcements this Fall?
— Shokio YouTube (@Shokio_YT) August 12, 2013
@Shokio_YT Well, we would love to show first images along with the announcements. So as soon our 2nd gen Wii U engine is ready icon smile Shinen Working On 2nd Generation Wii U Engine
— Shin’en Multimedia (@ShinenGames) August 12, 2013
Older comments from Shin'en:
“The Wii U GPU is several generations ahead of the current gen. It allows many things that were not possible on consoles before. If you develop for Wii U you have to take advantage of these possibilities, otherwise your performance is of course limited. Also your engine layout needs to be different. You need to take advantage of the large shared memory of the Wii U, the huge and very fast EDRAM section and the big CPU caches in the cores. Especially the workings of the CPU caches are very important to master. Otherwise you can lose a magnitude of power for cache relevant parts of your code. In the end the Wii U specs fit perfectly together and make a very efficient console when used right.”
“For instance, all of our shaders used in ‘Nano Assault Neo’ are not really optimized (Meaning there was room for performance improvement). We just used the first iteration of them because they were already fast enough. We looked later through the shaders dis-assembly and noticed we can make them 30-40% faster by better pipeline usage or better hints for the shader compiler.
As ‘Nano Assault Neo’ never had a problem running at 60fps (including a 2nd screen rendering at 60fps on the GamePad) we didn’t have to do that kind of optimizations back then. For CPU usage ‘Nano Assault Neo’ only used the main CPU core. The two other cores were almost idle, beside a few percent used for our audio thread.”
lock if already posted