Wii U

(Gaming discussion not related to Shenmue)

Re: Wii U

Postby Bluecast » Thu Jun 07, 2012 11:49 pm

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Re: Wii U

Postby Bluecast » Fri Jun 08, 2012 2:46 am

Hardware Features

Main Application Processor

PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.

Main Memory

Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory

Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video

Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.

Features

Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support

GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U's graphics processor is referred to as GPU7.

Sound and Audio

Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.

Networking

802.11 b/g/n Wifi.

Peripherals

2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.

Built-in Storage

512MB SLC NAND for System.
8GB MLC NAND for Applications.

Host PC Bridge

Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.


That would leave 360/PS3 in the dust quite a bit
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Re: Wii U

Postby Segata Sanshiro Jr. » Sat Jun 09, 2012 11:05 pm

It looks good, It looks competent which is good enough for me.
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Re: Wii U

Postby Bluecast » Tue Jun 19, 2012 3:18 pm

Starcraft 2 may appear on Wii U. Another game that would utilize the screen for over the head strategy
http://www.gamesradar.com/blizzard-says ... ork-wii-u/
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Re: Wii U

Postby south carmain » Tue Jun 19, 2012 4:05 pm

I'm liking the possibilities the wii U is offering with it's controller, I guess they thought back on how useless the gba/gamecube combo was most of the time and thought that they now have the technology to make it work
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Re: Wii U

Postby Bluecast » Wed Jun 20, 2012 8:08 pm

This week's Famitsu has some developer commentary on Wii U. We don't have a detailed summary or transcript yet, but here's a sampling of the comments:

Yoshinori Ono (Capcom): Says that the TV remote control option may be the system's most convenient feature. Expects that Miis will be evolved on Wii U.

Hiroyuki Kobayashi (Capcom): He'd like to consider something that makes use of space (like the room you're in, etc.)

Suda 51 (Grasshopper Manufacture): Acknowledges that No More Heroes 3 is widely anticipated, but that he has nothing specific to say.

Keiji Inafune (Comcept): Views Wii U as a challenge from Nintendo. If he has the chance, he'd like to respond to the challenge.

Kenichiro Takaki (Marvelous): Said that the Wii U gives the chance for many unique ideas -- using the control pad to observe bishojo girls, for instance. (Note: Takaki is responsible for this game.)

Jiro Ishii (Level-5): Said that he'd like to make a table talk-style game.

Akihiro Hino (Level-5): A Professor Layton game where you walk around a 3D London would be interesting, said Hino. He was at first worried that the control pad would be heavy, but there was no problem when playing briefly.

Ryoei Mikage (Imageepoch): He's considering making software that puts the system's various qualities to use.
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Re: Wii U

Postby Bluecast » Fri Jun 29, 2012 3:32 pm

Wii U will have a free model for online. no paid subs




http://www.destructoid.com/nintendo-wii ... 0360.phtml
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Re: Wii U

Postby Sonikku » Fri Jun 29, 2012 3:41 pm

Great so it will have all the reliability and functionality of the PS3's network, except a generation behind. :lol: Ah well. The sooner they try it, the sooner they can learn from their mistakes and make a network that doesn't blow. I think it's great alone that Nintendo is going to improve on friend codes.
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Re: Wii U

Postby Bluecast » Fri Jun 29, 2012 3:44 pm

Friend cods are the single best idea ever created since god came up with the idea of diarrhea.
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Re: Wii U

Postby Segata Sanshiro Jr. » Fri Jun 29, 2012 5:54 pm

Just got back from playing it.
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Re: Wii U

Postby Bluecast » Fri Jun 29, 2012 5:58 pm

Segata Sanshiro Jr. wrote:Just got back from playing it.

Tell me everything
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Re: Wii U

Postby Segata Sanshiro Jr. » Fri Jun 29, 2012 7:36 pm

Played
Nintendo Land
Batman Arkham City
Ninja Gaiden 3
Pikmin 3
Zombiu
Rayman Legends
sadly Assassin's Creed 3 wasn't there.

which do you want first?
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Re: Wii U

Postby Bluecast » Fri Jun 29, 2012 7:41 pm

Only 3 I have interest in hearing about there is Pikmin 3 (I never played the series) Nintendoland(oddly interested) & Rayman Legends
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Re: Wii U

Postby Segata Sanshiro Jr. » Fri Jun 29, 2012 8:00 pm

Bluecast wrote:Only 3 I have interest in hearing about there is Pikmin 3 (I never played the series) Nintendoland(oddly interested) & Rayman Legends


Pikmin was pretty standard but considering you've never played I'll go through it entirely.

In Pikmin 3 Olimar, the captain of a cargo ship in an intergalactic shipping company going bankrupt uses the natives of a strange land called pikmin who have color coded powers (Red withstand fire, blue can swim, yellow resist electricity, etc)

The idea is to use the pikmin to battle ravenous creatures and haul back any loot you find on the planet to sell to keep the business afloat. In 1 and 2 controlling the pikmin was tight, but the player was mostly limited to formations and movement using the C stick, which is more like a nub and not the best for the swift motions that avoiding a Bulborb require.

In Pikmin 3 you can use the screen to position pikmin very specifically. Basically anything you can do with buttons you can do with a motion way faster. This was perhaps jarring for me at first because I worried the controller would be really heavy while I held it with one hand but the fucker is extremely light so you can keep moving whicle fiddling around on the touch screen. Graphically it was an upgrade, the new control method weren't forced and the same idea that makes Pikimin fun (a focused real time strategy game) was still there.

What I played of Rayman Legends wasn't crazy different from Origins, it was the same ideas but with alittle more sonic influences then mario this time. There was jumping between layers alot and the flow itself was faster hopefully theres something else that sets it apart from Origins.

Nintendoland was surprisingly awesome, I didn't give fuck bout the ninja star throwing one, I wanted to play the actual themed games and they didn't disappoint. Each one was a multiplayer experience that mirrors whats fun about the game it represents. The luigi's manshion game was frantic, the zelda one was overhead dungeon exploration, the F-zero one was balls to the wall speed, but with multiplayer (or single player if you wanted to play with bots).

forgot to mention I played Mario wiiu, P-100 and warioware also
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Re: Wii U

Postby Bluecast » Fri Jun 29, 2012 8:24 pm

i get paid monday so may pick up pikmin 2.

p 100 looks interesting as well
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