Slashdot Mirror


Nintendo Wii U Teardown Reveals Simple Design

Vigile writes "Nintendo has never been known to be very aggressive with its gaming console hardware and with today's release (in the U.S.) of the Wii U we are seeing a continuation of that business model. PC Perspective spent several hours last night taking apart a brand new console to reveal a very simplistic board and platform design topped off with the single multi-chip module that holds the IBM PowerPC CPU and the AMD GPU. The system includes 2GB of GDDR3 memory from Samsung and Foxconn/Hon-Hai built wireless controllers for WiFi and streaming video the gamepad. Even though this system is five years newer, many analysts estimate the processing power of Nintendo's Wii U to be just ahead of what you have in the Xbox 360 today."

276 comments

  1. well doh. keep it cheap and simple. by gl4ss · · Score: 5, Interesting

    that's the nintendo way. which device from them had a complicated board or cutting edge performance?

    --
    world was created 5 seconds before this post as it is.
    1. Re:well doh. keep it cheap and simple. by ericloewe · · Score: 4, Informative

      The N64 was definitely cutting edge, but hard to program and limited by its cartridges.

    2. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 1

      Or 'Ring of Death' hardware failures.....
      Consumer confidence is everything - people want a device they can always use without it crashing. Cutting edge is for the 0.001% with $1,000 graphics cards and 16-core CPUs.

    3. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Dunno about the board itself, but programming-wise their hardware was known for being a bitch to use.

    4. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 1

      Having 4 times the RAM of the xbox 360 should make a difference.

    5. Re:well doh. keep it cheap and simple. by CityZen · · Score: 1

      Sorry, that info dates to the N64. All the systems since then have been easy to program. What might have made the Wii difficult was just the fact that it didn't have programmable shaders whereas its competitors did.

    6. Re:well doh. keep it cheap and simple. by Narishma · · Score: 1

      When you factor in the 1 GB reserved for the OS, it's just slightly more than twice the amount of RAM the 360 has (480 MB vs 1 GB).

      --
      Mada mada dane.
    7. Re:well doh. keep it cheap and simple. by thetoadwarrior · · Score: 1

      The xbox 360's OS has to use ram too so even if there isn't a set limit, you can't have 480 MB for a game.

    8. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 4, Insightful

      which device from them had a complicated board or cutting edge performance?

      Nintendo 64 had cutting edge performance. 3D performance was better than most $2,000 computers at the time.

    9. Re:well doh. keep it cheap and simple. by tepples · · Score: 3, Insightful

      That and one of Wii's competitors has XNA and Xbox Live Indie Games, which is a lot easier to get into than the Wii developer program.

    10. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 3, Informative

      The Xbox 360 windows-based-os only uses about 32MB of RAM. That 480MB is after the OS usage and available for games.

      If you want to start one of my game-dev friends on a rant ask them about the PS3 OS's RAM usage. :P

    11. Re:well doh. keep it cheap and simple. by tgibbs · · Score: 1

      SNES and N64

    12. Re:well doh. keep it cheap and simple. by thetoadwarrior · · Score: 1

      That's not too bad but that does give the Wii-U 2.2 times more memory for the anally retentive!

      I'm sure the PS3 uses more but it is a better system so it's putting it to good use. ;-)

    13. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      In many ways the N64 was inferior to the PlayStation.

    14. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 4, Insightful

      Yes, your K6-2 450Mhz CPU released on the 26-Feb-1999 was faster than the N64 released in 1996.

    15. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      You're mis-remembering. It has been over a decade, so it's forgivable though. The K6-2 450 didn't launch until 1999, about 2.5 to 3 years after the N64. The Voodoo II was in '98, a couple of years later as well.

    16. Re:well doh. keep it cheap and simple. by AlphaWolf_HK · · Score: 4, Funny

      I remember in nintendo power magazine, they had a long article that basically said cartridges were the space shuttle, and cd roms were snails. At the end of the article, they said that if anybody tells you that the future belongs to cd roms, you should tell them that the future doesn't belong to snails.

      Ironically, today their consoles perform at a snails pace compared to their competitors.

      --
      Careful with names containing L slashdot.org/~AiphaWolf_HK slashdot.org/~AlphaWoif_HK slashdot.org/~AiphaWoif_HK
    17. Re:well doh. keep it cheap and simple. by CastrTroy · · Score: 4, Interesting

      Actually, I was quite happy that Nintendo held on to cartridges one extra generation. The PlayStation used CDs and had atrocious load times. The GameCube also used proprietary CDs (not sure if it was due to the discs or some other reason) and had vastly superior load times compared to the PS2. That's one thing I've always liked about Nintendo is that they focused on getting load times to be short. Metroid Prime was beautiful in this respect. A vast landscape, and only briefly did it go into loading (when on the elevator) and then it almost wasn't even noticeable as it was almost part of the game. It was easily possibly to play Metroid for more than half an hour without running into an elevator. It only happened when they switch to a completely different landscape.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    18. Re:well doh. keep it cheap and simple. by epyT-R · · Score: 2

      can't wait to play games my 2005 era pc could play.

    19. Re:well doh. keep it cheap and simple. by epyT-R · · Score: 1

      uh no. by 1996 we had the voodoo1 3dfx chip for gaming, and it was far superior to the n64. the only thing the n64 had over it was 24bit framebuffer, but who really cares when it's running at 320x240?

    20. Re:well doh. keep it cheap and simple. by epyT-R · · Score: 1

      both were slow as shit for their time. the snes especially had performance problems.

    21. Re:well doh. keep it cheap and simple. by Pinhedd · · Score: 4, Insightful

      They were absolutely right. PC games have required full installation for years, and consoles even require significant portions of many games to be installed to the hard drive first. Meanwhile, Flash/EEPROM based cartridges are functionally very similar to USB sticks and SSDs which are more ubiquitous than ever before.

    22. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 2

      In 1996 a Voodoo 1 card cost $300+ and you had to buy a 2D card too which also often ran at least another $100. So you were looking at $400 just for the video card. $400 + $1500 midrange PC = $2,000 PC.

    23. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 4, Informative

      You're joking, right? My PC at the time probably cost less than $1,000 and it had a K6-2 450MHz, a Matrox Millennium II and dual Voodoo II cards. I used to play Unreal at maximum settings on that thing. By comparison, the N64 was every bit the toy that it was meant to be.

      Ignoring for the fact that your computer came out years after the Nintendo 64...

      A voodoo 2 card cost $300. You had a Matrox Millenium II and 2x $300 cards which means you somehow managed after $200 for windows to find a barebones system for $200? Pray tell how you accomplished this feat AC.

    24. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      You misspelled "All"

    25. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0, Troll

      I don't know about you, but I sure found my computer to double as a nifty word processor, internet surfing device, and really convenient tool for recording music. I even heard rumors of other people using their computers to do some of this weird new "design work" or something... I think it was Otto Cad or something... whatever it was I heard they could use their computer to actually earn real live money! The best part about my computer was that since I was already getting one, and would already need a video card, the upgrade to a nicer card wasn't all that big of a leap! Those were the good old days.

      Good thing I'm not actually bored enough to compare a computer to a gaming platform. Hey, quick pole.. how many people are reading this from a gaming console?

    26. Re:well doh. keep it cheap and simple. by LordLimecat · · Score: 5, Interesting

      I also dont remember any substantial load times for any cartridge-based games. If you want a good comparison, compare the performance of Chrono Trigger on the SNES to the Chrono Trigger / Final Fantasy CD for the Playstation; every time you paused or had a battle on the PS version, you incurred a 30 second load time which made the game unplayable.

      There are a lot of benefits to discs, but there are also a lot of drawbacks-- notably, seek performance sucks compared to cartridge.

    27. Re:well doh. keep it cheap and simple. by BeansBaxter · · Score: 1

      And yet was the greatest game counsel ever released. Best library / best support / best games / best memories. I'm not worried.

    28. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 1

      They were absolutely right.

      Did you mean absolutely wrong or are you internally twisting logic to fit your worldview?

      PC games have required full installation for years, and consoles even require significant portions of many games to be installed to the hard drive first

      Here we go. PC games using CDs for years means Nintendo was right about predicting the death of CDs. That's pretty twisted.

      Meanwhile, Flash/EEPROM based cartridges are functionally very similar to USB sticks and SSDs which are more ubiquitous than ever before.

      Nope. Cartridge ROMs are most comparable to system RAM. USB sticks and SSDs are comparable CD/DVDs and hard disks.

      I liked Nintendo a lot, but they completely blew it with the N64 and haven't been able to recover yet.

    29. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 4, Informative

      and consoles even require significant portions of many games to be installed to the hard drive first.

      That's just not true. All Xbox 360 DVD-based games are required to run with minimal installation (and minimal patch size - though DLC is different, of course), so they will run even on systems with 4GB flash instead of an HDD. More recently they MS added support for installing the full game to HDD (which does make a big difference in load times) but it it's definitely not *required*.

      As for EEPROM-based cartridges, it's about cost. Materials for 9GB DVD is under $0.30. Manufacturing an 8GB cart would be somewhere between $5-10 to make (given 4GB 3DS carts are estimated at $3-5). That is a HUGE difference in margin when you sell a couple million of them. Even Nintendo gave up on the carts for the GC an Wii since it would be insane to leave that money on the table.

      Do you know (no matter what Nintendo tells people) what the *biggest* advantage to carts was over CDs/DVDs? Lack of piracy. But eventually Nintendo realized the cost of piracy was well under the cost difference from switching to optical media, so they did.

    30. Re:well doh. keep it cheap and simple. by interkin3tic · · Score: 5, Informative

      So you're saying a magazine called "Nintendo Power" may have been slightly biased in favor of Nintendo?

    31. Re:well doh. keep it cheap and simple. by atomicthumbs · · Score: 1

      Which ways?

      --
      http://pinopsida.com
    32. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 2

      Metroid prime did it at other times. They were just smarter at it. The delay between shooting a door and it opening was the load time. There are other games that hide the load time as well but that is harder to program in than a simple wall with "tips" so they don't.

    33. Re:well doh. keep it cheap and simple. by captjc · · Score: 3, Interesting

      Did you mean absolutely wrong or are you internally twisting logic to fit your worldview?

      Actually, they were right, albeit for the time. In the mid-nineties, CD-ROM drives were slow as hell (The Playstation and Saturn only had a 2x drive, compared to the 1x drive of the Sega CD or the 12x drive of the next-gen Dreamcast). Cartridges blew them out of the water for speed, especially random-access times. It isn't a huge problem now since read speeds have greatly increased, but it was a big deal back then.

      PC games have required full installation for years, and consoles even require significant portions of many games to be installed to the hard drive first.

      Here we go. PC games using CDs for years means Nintendo was right about predicting the death of CDs. That's pretty twisted.

      But PCs weren't running the games from the CDs. The games were installed on a hard drive first because hard drives are faster, especially on random-access times, which for loading random textures or sprites is a plus. Typically, the only thing the CD was needed for in PC games was copy-protection and loading video cutscenes.

      The major drawbacks of cartridges are cost and storage size. The Playstation was dog-slow but it could hold way more data than the N64 cartridges and because they were very cheap, publishers went with the Playstation. It also helped that the Playstation had an 18 month lead on the N64.

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    34. Re:well doh. keep it cheap and simple. by tfranzese · · Score: 1

      While I don't doubt you could find more expensive variants, a Voodoo 1 card cost ~$200 in 1996. The Diamond Monster 3D (the one I bought) retailed for around $180.

    35. Re:well doh. keep it cheap and simple. by tfranzese · · Score: 1

      Or maybe I stand corrected, that could have been 1997. My memory's hazy.

    36. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 1

      That's not a very good example considering that (a) You're comparing a native game VS what I believe is an emulated game, and (b) A game emulated stupidly. AFAICR, the Japanese version runs a lot better, and the English version patches the Japanese ROM *on-the-fly* causing mass slow down due to the PS1's tiny RAM. Even if all that were wrong and it is a port rather than emulation, you're still comparing a game designed for SNES with a game designed for SNES running on the PS1 and probably not optimised at all.

      If you compare Chrono Trigger for SNES to native CD-ROM based games, e.g. FF7/8/9, you'll see the gap narrows. Even FF6 for PS1 wasn't too bad, it was Chrono Trigger and FF4 that weren't done all that well.

      Cartridges are still faster though, I don't disagree there. But the speed drawbacks of disc-based games can often be mostly cancelled out with good coding.

    37. Re:well doh. keep it cheap and simple. by Apothem · · Score: 1

      I've heard nothing but nightmares from MULTIPLE developer interviews about this. Apparently memory management and usage is a nightmare on the PS3. I'm kind of curious as to the REAL specifics to this and perhaps a place to read for myself on this?

    38. Re:well doh. keep it cheap and simple. by blahplusplus · · Score: 2

      "They were absolutely right. PC games have required full installation for years, and consoles even require significant portions of many games to be installed to the hard drive first."

      Not quite, hard drives and CD/DVD/BD-R media allows for huge amounts of content no cartridge could ever match at the same price, cartridges died for a damn good reason. Being faster doesn't mean much when your game is 100's of times less detailed and has much less content because chips are more expensive and infinitely smaller.

    39. Re:well doh. keep it cheap and simple. by chromas · · Score: 4, Insightful

      I wouldn't say all ways but:

      • 0: It had an awkward, giant and mostly empty controller with only one thumbstick, the plastic guts of which would rapidly wear, causing it to become wobbly and make it hard to dive after the rabbit in Mario64 because I can't run full speed anymore.
      • 1: Vibrations required an expansion back that itself required a battery instead of being console-powered and it took up the memory card slot (some (most?) games used internal storage, though) instead of using all the empty space in the controller (Sony got two motors and two sticks into a much smaller case).
      • 2: Inadequate cooling system that would cause it to hang.
      • D: Cartridges. Although they're the only system that gives decent boot time, they crap out when your kids swap them without turning the console off one too many times.
    40. Re:well doh. keep it cheap and simple. by gl4ss · · Score: 1

      cutting edge? about the same time voodoo1 came out.

      that make n64 look like a joke. especially so with it's cartridges. the only way it was better than a friggin psx was by filling more triangles with smoother textures, but that's small consolidation if you haven't got the space for the textures.

      --
      world was created 5 seconds before this post as it is.
    41. Re:well doh. keep it cheap and simple. by gl4ss · · Score: 1

      voodoo 1 was released in europe before n64. n64 was released in '97.

      that's what made n64 look crappy. a p100 with voodoo1 wiped the floor with n64 and wasn't really that expensive.

      --
      world was created 5 seconds before this post as it is.
    42. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 1

      What's with you guys and hating on AC's? Aren't you idiots all about privacy?

      This and editors rejecting people's stories then accepting the same submissions when their friends make them are a couple of the reasons why I am starting to hate Slashdot now.

      Not to mention some of the absolutely idiotic headlines and irrelevant stories that get run nowadays.

    43. Re:well doh. keep it cheap and simple. by zakkudo · · Score: 5, Informative

      I would hope that the initial DualShock controller would be an impovement on the N64s initial designs, after all it came out 2 years later. If you would like to read at similar stories, please research the six-axis controller and the Playstation Move.

      The N64 as a whole wasn't as durable of a system as I would have liked. But meh.

    44. Re:well doh. keep it cheap and simple. by zakkudo · · Score: 2

      The lack of detail had more to do with texture cache than cartridge size. Cartidge size mostly effected how much digital audio and FMV a game could hold.

      GameCube disks were about half the size of Wii disks and most Wii games still felt like tech demos compaired to GameCube games.

      You have to admit though... when a CD-centric game like RE2 was ported to the N64, the outcome was very interesting.

    45. Re:well doh. keep it cheap and simple. by Requiem18th · · Score: 1

      Ah the N64! The last Nintentdo device I owned.

      --
      But... the future refused to change.
    46. Re:well doh. keep it cheap and simple. by wertigon · · Score: 3, Informative

      Controller: Give you that one, they sucked harder than a vietnamese prostitute. In the seventies :P

      Vibration pack: Oh come ON. Nintendo introduced vibrating controllers to the console market (for PC "Force Feedback" had been available for a loooooong time). Then Sony improved it (Rumble released April 1997, Dual Shock released November 30th 1997 - 6 months after Nintendo).

      One analog stick: Nintendo introduced the concept to consoles and gamepads. Before there had been joysticks but never on a controller like this. Yeah, compared to PS1 Dual Analog (and later Dual Shock) it sucked, but do remember that Nintendo had developed this already in 1995 (though the console itself turned up 1996), and Sony had the Dual Analog ready a whole year after that - well into the lifetime of the PS1, so it wasn't on every PS1 the way the N64 controller was.

      Cooling: Never happened to my N64, despite having it on for 24-hour marathons of DK64. Might've been a problem with your specific unit or a specific game? Not saying it didn't happen, just that it probably wasn't a general fault.

      Cartridges: Aye, they crap out when kids do that, but it's not NEARLY as bad as scratched discs. You seen the kids' DVD collection at your average family? Yeah, they would have been equally scratched in your family.

      From what I remember the N64 was more powerful hardware-wise but suffered from the cartridge memory restrictions and the fact that it was hard to develop for and therefore max the performance. When you had the option of having a buttload of textures and CD-quality music on the PS1 vs few-and-compressed textures and synthesized music on the N64, the choice was rather clear. It got better with the GameCube, but 1.5GB vs 4GB again turned out to be a really painful limitation...

      --
      systemd is not an init system. It's a GNU replacement.
    47. Re:well doh. keep it cheap and simple. by ikaruga · · Score: 1

      The SNES and GC were also pretty advanced for their time. The SNES was miles ahead the Genesis/Mega Drive in both graphics and sound and the GC was more also more powerful than the PS2. I think the GBA was also great compared to PalmOS devices. Nintendo dropped the ball with the DS and Wii and continued this crappy hardware trend with the 3DS and WiiU. Their games are great but I'm not buying a piece of hardware that is 5 years behind the competition. Too bad their competition had their fair share of critical problems too(high priced over complicated PS3, bad marketed/supported PSP and Vita, too casual and unreliable xbox360).

    48. Re:well doh. keep it cheap and simple. by K.+S.+Kyosuke · · Score: 2

      Ironically, today their consoles perform at a snails pace compared to their competitors.

      That's because the space shuttle has been retired.

      --
      Ezekiel 23:20
    49. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      The Sega Saturn had an analog controller (for NiGHTS) way before the N64.

    50. Re:well doh. keep it cheap and simple. by Fr33z0r · · Score: 1

      Also ignoring the fact AMD was still struggling to get on top of serious FP issues, and the 3DNow nonsense only helped so much.

      I had a very similar setup back then, admiring the clarity of the visuals while yearning for a stable framerate was the order of the day.

    51. Re:well doh. keep it cheap and simple. by Waccoon · · Score: 2

      It's worth noting that N64 cartridges were heavily compressed, so they didn't load "instantly" like the NES/SNES carts did. Some games I tried were surprisingly slow.

    52. Re:well doh. keep it cheap and simple. by Waccoon · · Score: 3, Informative

      The bad developers had atrocious load times. Filling 2MB of memory from a CD image doesn't take that long.

      Driver on the PS1 had load times in excess of 30 seconds between scenes. There was more loading than actual driving. With Spyro the Dragon, load times were hardly a problem.

      I remember being amazed at Gran Turismo having such short load times -- literally 2 seconds from menu to race in some cases. Then the PS3 came out, and Gran Turismo 5, with its 10+ GB HD install, has load times so long you can make a sandwich.

    53. Re:well doh. keep it cheap and simple. by bill_mcgonigle · · Score: 1

      that's the nintendo way. which device from them had a complicated board or cutting edge performance?

      I know the hot GPU consoles are popular with the boys trying to bring on puberty, but from my vantage (grew up on 8-bit games and arcades, rarely play one now) the Nintendo model is to achieve the highest fun/$ ratio and to provide entertainment.

      I've watched friends play some of the most successful FPS games, and frankly the game play is monotonous and boring. They sit intent with their thumbs flying and not much else going on, largely isolated. If they're communicating it's with mostly unknowns on a headset (yes there have been a few WoW marriages, I know). The "Level too easy? Make everything darker" design mocks the past generations' attention to level complexity. They hire big-name actors to attach videos to the game when the story lines make Sierra games look like Hamlet. I really don't get this, since a well-constructed game ought to have quite a market advantage.

      Conversely, I've watched other friends play, say, Wi Bowling, and they were legitimately having a fun time. The game was kind of stupid, but it was an enabler of social interaction, not a substitute for it. This becomes a much richer experience because the game is just a focal point, not the entirety of the experience. Not entirely unlike a dart-board in tavern in that way.

      I guess there's a market for both, and if you're trying to train a future drone operator then 360 might be a better platform, but given a choice, I'd much rather get my kids a Nintendo (right now they still think coolmath-games.com is the cat's pyjamas).

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    54. Re:well doh. keep it cheap and simple. by Scoth · · Score: 2

      It's interesting how polarizing the opinions on the N64 controllers are. I played the hell out of N64 games when they were current as a teenager, and to this day I still find the N64 controller one of the most comfortable and natural controllers to use. So I wonder if childhood acclimation has anything to do with it. (I feel the same about the Atari 2600/800 standard Joystick, which also has similar polarizing opinion). On the other hand, I never cared for Genesis controllers even though many people preferred them to the alternatives at the time. I didn't get a Genesis until only a year or two ago.

      Absolutely agree on the durability (or lack thereof). There's several replacement thumbsticks using Gamecube-style sticks that look like they'd be a nice upgrade. May have to grab a few for mine.

      Never had a problem with cooling, and the only cart I have that doesn't work is a Mario Kart 64 that looks like someone left it outside for a year or two.

    55. Re:well doh. keep it cheap and simple. by AmiMoJo · · Score: 2

      Vibration pack: Oh come ON. Nintendo introduced vibrating controllers to the console market (for PC "Force Feedback" had been available for a loooooong time). Then Sony improved it (Rumble released April 1997, Dual Shock released November 30th 1997 - 6 months after Nintendo).

      It's debatable if Sony improved it or not. Their version didn't need a battery but the Nintendo packs had a much better feel to them. The various Playstation rumble systems just vibrate like a cheap subwoofer, pretty much on/off only. The N64 ones managed to produce a different sensation for different situations in games, e.g. different guns in Goldeneye. You could tell what gun you had just from the way it felt.

      The Dreamcast was the pinnacle of rumble IMHO. In games like Metropolis Street Racer you could feel the wheels bump up onto the curb. The PS3 and 360 are both inferior.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    56. Re:well doh. keep it cheap and simple. by CastrTroy · · Score: 1

      You're right on that. I think it was more of a developer thing than anything else. Most of the games I bought for my GC were Nintendo titles, and they all had almost no load time. Need For Speed on the other hand had terrible load times on the GameCube. The game was fun, but I never spent that much time playing it because it took so long between races. I think this is one of the reasons why Mario Kart is so fun when you have people over. No waiting around for minutes as tracks load like with other racing games.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    57. Re:well doh. keep it cheap and simple. by AmiMoJo · · Score: 2

      The Playstation came out in late 1994 and was arguably better in many respects. The N64's architecture was clever - the GPU was essentially a programmable DSP style device. Unfortunately it was crippled by a relatively low fill rate and a tiny amount of text RAM (4k, effectively halved to just 2k due to the design of SGI's rendering code). That is why texturing in N64 games is always terrible compared to other consoles of the era.

      Overall the N64 suffered from the same problem as the Sega Saturn - it was just too hard to program. You could get good performance out of it, but compared to the Playstation it was quite difficult.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    58. Re:well doh. keep it cheap and simple. by silentcoder · · Score: 2

      >That's just not true. All Xbox 360 DVD-based games are required to run with minimal installation (and minimal patch size - though DLC is different, of course), so they will run even on systems with 4GB flash instead of an HDD. More recently they MS added support for installing the full game to HDD (which does make a big difference in load times) but it it's definitely not *required*.

      This hasn't been true for a long time. I've personally bought (and returned) a final fantasy game that could not install without a hard drive present.

      --
      Unicode killed the ASCII-art *
    59. Re:well doh. keep it cheap and simple. by LordLimecat · · Score: 2

      Admittedly I chose the most well known example of stupidly long load times I could think of, but until playing disc-based games I do not think I ever saw a load time, and that was my first impression-- "whats the benefit if I have to stay here loading all the time".

    60. Re: well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      I miss playing Zelda64 on a Voodoo board with UltraHLE.

    61. Re:well doh. keep it cheap and simple. by RazorSharp · · Score: 0

      Your PC couldn't run Legend of Zelda. It didn't hook up to a TV and provide four-player fun. Back then practically the only games that utilized video cards were first person shooters -- and regardless of complexity and the amount of numbers being crunched, Mario64 looked better than Unreal.

      I would disagree with the "3D performance was better than most $2k computers at the time" because the N64 had better 3D performance than all computers at the time. Just because there were computers with more potential doesn't mean it was actually realized. Back then I thought the best computer game was Starcraft, which was 2D. 3D didn't make Unreal and Quake any less boring, repetitive, and mindless; by that time I had already played Wolfenstein, Doom, and Duke Nukem. To this day FPS games haven't done much more than those three games.

      Most importantly, if you were using your computer to play games then you were also using it as a toy.

      --
      "From the depths of my skeptical and rationalist soul, I ask the Lord to protect me from California touchie-feeliedom."
    62. Re:well doh. keep it cheap and simple. by tgibbs · · Score: 3, Informative

      Depends on how you measure speed. Both had extremely advanced graphics hardware that handled the most computationally intensive stuff in hardware separately from the cpu, so they could accomplish tasks that competing systems lacked the power to achieve, and did not require particularly fast cpu's (although the cpu's were quite capable. The 65816 in the SNES was essentially an early RISC-like processor, and highly cycle efficient--it was what made it possible for the Apple II gs to implement a full Mac-like GUI of much higher quality than Intel based PCs with nominally faster hardware could handle.) The SNES could handle large 2D sprites in hardware and could scale and rotate bitmaps, which made it possible to reproduce the graphical appearance of arcade games that ran on hardware that cost thousands of dollars, and could produce graphical effects that competing systems could not manage. The N64 was the only machine of its generation that could do true perspective graphics, with antialiasing and correct 3D perspective scaling of textures. The competing systems of the time (the PS1 and Saturn) lacked the power to do this at all--both of them "cheated" by scaling texture bitmaps in 2-dimensions, producing a variety of graphical artifacts including textures that shifted bizarrely as the perspective changed.

    63. Re:well doh. keep it cheap and simple. by ultranova · · Score: 2

      Being faster doesn't mean much when your game is 100's of times less detailed and has much less content because chips are more expensive and infinitely smaller.

      But all that loaded data has to go somewhere, and consoles have traditionally had little memory. That means that in order to get large, detailed levels you need to stream data from the game media to memory in real time. And at that point the speed of media becomes a limiting factor for your level of detail.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    64. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      that and the cost. you would be spending a lot more on today's games if you were buying flash cartridges instead of cds.

    65. Re:well doh. keep it cheap and simple. by antdah · · Score: 1

      If by "way before" you mean two weeks, then yes.

      Also, the N64 was released before Nights Into Dreams was released for Saturn in Japan.

    66. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      I would put in on par with the SNES, analog sticks aside.

    67. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Do you know (no matter what Nintendo tells people) what the *biggest* advantage to carts was over CDs/DVDs? Lack of piracy.

      Lack of piracy? Really? Google Super Wild Card DX and tell me what you find. Also Google Super Magic Drive.

    68. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Boy Nintendo fanboys are a rabid bunch. Please continue defending you're 15 year old console. The Wii was a failure no matter how popular the N64 was.

    69. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Poll.

    70. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Your.

    71. Re:well doh. keep it cheap and simple. by badpool · · Score: 1

      I completely agree with you.

      What annoys me is how the term "hardcore" has been co-opted to imply violent and adult-themed content. The best way to add value to and glorify this type of content is to make it look more realistic, which necessitates more processing power. Therefore, more powerful consoles become associated with "hardcore" gaming, resulting in an army of inflated egos preaching the downfall of anything that won't improve the graphics of their favorite military shooter. It is a shame.

    72. Re:well doh. keep it cheap and simple. by antsbull · · Score: 1

      You're kidding right?

      I still play my N64 now, and the original controller which has been thrashed to death on Goldeneye, Mario 64 etc is still working perfectly. Nintendo are known for designing robust controllers and consoles.

      Comparing what SONY copied from the controller more than a year after Nintendo had released their version is just a strawman - Nintendo subsequently released N64 controllers with built-in rumble that didn't require extra battery. All SONY did was look at what Nintendo did, and copy them. The original PS1 controllers didn't even have analogue in them - so saying SONY had better controllers is laughable at best.

      Inadequate cooling system - again my N64 has never hung, after tens of thousands of hours of play. Compare this to my PS1 that after a while I had to have the PS1 upside down just so it would read disks, and it ended up scratching games. My brothers PS1 just stopped working fullstop and had to be replaced with a PS-X.

      Cartridges are far more robust than CD's. What would happen to a CD if your children kept taking it out of the console while the console was going?

      Given that Nintendo are renowned for creating sturdy hardware that rarely fails, it seems like you have a massive chip on your shoulder. N64 magazine UK got a bus to drive over an N64, as well as dropping it out a hotel window, and it still worked perfectly afterwards.

    73. Re:well doh. keep it cheap and simple. by djdanlib · · Score: 1

      I have the Playstation re-releases of the SNES Final Fantasy series and Chrono Trigger. You're right, that delay is horrible. It also happens when you pull up the menu! Who thought that would be okay??

    74. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      You don't pay for Windows when you build your own system, dumbass. They offer a free, unlimited trial to members of that one website. I forget the address, but it has a black ship with two sails on it.

    75. Re:well doh. keep it cheap and simple. by Pinhedd · · Score: 1

      Right, at the same price.

      Modern Flash memory chips have a much higher data density than any optical storage medium and prices have been falling for years.

    76. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 1

      Maybe you should Google those first - they are ancient, I'm talking about the Nintendo 64 vs the Playstation and Dreamcast.

      Anyway, there really isn't any need to debate this, it's a fact that the PS and DC had orders of magnitude more piracy than the N64.

      When you can buy CDs for about $0.10 each and download and trivially download and burn an ISO off of the Internet, that's just the way things go. Simple mod involving a soldering iron and a few wires for the PS, and no mod even required for the DC. Definitely not any extra expensive hardware to buy. The N64 copiers, on the other hand, were $$ and a pain in the ass to use.

    77. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 1

      Xbox 360 installations are basically all or nothing. There is NO "install" required for an Xbox 360 disc. But if you choose to optionally install the disc contents to the HDD it pretty much installs everything (so for example, FF13 would take about 18GB HDD).

      The games are not required to run without HDD support for DLC or online play, though, just the basic single player/offline mode (which may exclude a LOT of functionality for some games). But it is an MS requirement that games function with a 4GB flash (though you may have to get another one if yours is full, of course).

      So you either are not talking about the Xbox 360 (I don't believe the PS3 has this requirement) or you didn't have enough space on a flash unit.

    78. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      Wrong on both counts. I own onlyban xbox 360. The game would not run at all without being installed and required a drive for that.
      Upon googling I learned that the agreement you mention had been dropped by microsoft to allow the development of network only mmorpg games on the platform. This exception may possibly not apply to other games however.

    79. Re:well doh. keep it cheap and simple. by Babbster · · Score: 1

      Final Fantasy 11 on the 360 is, as far as I know, the only exception when it comes to requiring a hard drive. It was also the only [North American] PS2 game that required a hard drive - I remember because I was in the PS2 HD beta program.

      Some 360 games do ship with "downloadable content" on disc (such as "game of the year" editions such as Fallout 3/New Vegas or Red Dead Redemption, and I've read that Forza Motorsport 3 is an example) that can't be installed without a hard drive but otherwise the base games are always playable without being installed to the hard drive.

    80. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 1

      Yeah, read my post, it doesn't include online/multiplayer features. But I suppose you're right that it would effectively be an exception if an MMORPG were sold on disc, as there would be no useful single player functionality...

    81. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 1

      Wasn't FF11 online only? I think MS can still sort of "claim" their requirement stands since all single player content is still playable without install ;)

      But yeah I think the point stands that the original comment I replied to is wrong, and any replies so far have been either completely incorrect or trying to reference a single irrelevant exception :)

    82. Re:well doh. keep it cheap and simple. by chromas · · Score: 1

      Ah, you guys are all correct. I was thinking the Dual Shock came out just before the N64 (and I've never seen a Dual Analog controller). Thanks; I feel senile now.

    83. Re:well doh. keep it cheap and simple. by blahplusplus · · Score: 1

      "Modern Flash memory chips have a much higher data density than any optical storage medium and prices have been falling for years."

      Yes and how expensive was flash in the CARTRIDGE era? Really fucking expensive and noncompetitive (since we're talking the N64 era here). There was a reason we moved away from cartridges and even now we have hard-drives instead of flash because console companies are fucking cheap-ass. Don't believe it? Just look at the innards of the Wii and new Wii U. The Wii U is basically slightly slower then the PS3 and 360 in many regards (cpu and ram). The deluxe version of the Wii-U has 32GB flash, a PS3 has 500GB. The Xbox 360 has 320GB.

      So still even with all that cheap flash the most they are willing to put in a console is a tiny fraction of what you can get from optical + hard disk. You can put 1 BD size game on that 32GB flash, woopdee fucking do.

    84. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      The snes, n64 and Gamecube where all high performance machines that equalled or surpassed all of theyr peers, the wii was a full generation behind and once the ps4/720 hit the scene so is gonna be the wiiu

    85. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 0

      absolutely right but you cant beat that 50cents a piece production cost of cds and dvds thats whi the industry abandoned solid storage media, it was far better for US (no load times, instant seek, indestructible durability) but it cutted a big chunk in their profits, and theyr profits are far more important than our confort

    86. Re:well doh. keep it cheap and simple. by submit+your+site · · Score: 1

      that's the Nintendo way. which device from them had a complicated board or cutting edge performance?

      may be i don't sure it. Nintendo 64 had cutting edge performance. 3D performance was better than most $2,000 computers at the time.

      --
      Submit your Site URL to the Best of the Web Directory.
  2. is first post still a thing? by purpleidea · · Score: 0

    is first post still a thing, and is this why the header is red ?

    1. Re:is first post still a thing? by ericloewe · · Score: 1

      Red means you're seeing the future.

    2. Re:is first post still a thing? by purpleidea · · Score: 1

      i don't know exactly what that means, but i hope it's not headshot.

    3. Re:is first post still a thing? by game+kid · · Score: 1

      I (probably wrongly) smell a Virtual Boy jab.

      --
      You can hold down the "B" button for continuous firing.
  3. PS3 by Anonymous Coward · · Score: 1

    Would it be better than a PS3 in terms of processing power?

    1. Re:PS3 by larry+bagina · · Score: 4, Informative

      Depends how you measure it. Graphics are better but the 3-core PowerPC processor is weaker.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    2. Re:PS3 by Cinder6 · · Score: 1

      My understanding is that it's a bit more powerful than either the 360 or PS3. This of course means it's less powerful than a high-end gaming PC, but that's to be expected for $300--of course, the Wii U has some features a PC won't, such as the whole tablet integration thing. The only thing I'm unsure of is audio processing. According to Wikipedia, it does 6-channel PCM; however, a review I read (CNET, I think) said that many games seem to be outputting in Dolby Pro Logic II. This is unfortunate if true.

      --
      If you can't convince them, convict them.
    3. Re:PS3 by Narishma · · Score: 1

      In terms of CPU, no. In terms of RAM and GPU, yes.

      --
      Mada mada dane.
    4. Re:PS3 by Anonymous Coward · · Score: 5, Informative

      Posting anonymously, just because.

      Speaking as a developer who's worked on the PS3, the Xbox 360 and the WiiU. The CPU on the WiiU has some nice things on it. But its not as powerful as the Xbox360 chip. I think N went to IBM and asked them: 'What's cheap to put on the chip?' and IBM said 'Well we have this sh*t that no-one wants.' and N said 'we'll take it.'. It does have better branch prediction than the PPCs in the PS3 and Xbox360.

      The Espresso chip doesn't have any sort of vector processing. It does have paired singles, but that's a pain, a real pain to use. The floating point registers are 64 bit doubles, so when people talk about paired singles I assumed you split the register in two. No the registers are actually 96 bits wide, its actually a double and a single. To load it you have to load in your single, do a merge operation to move that single to the upper 32 bits, and load in your second one. This makes the stacks explode, because to save a floating point register in the callee takes three operations, and 12 bytes no matter what.

      While the WiiU has 1 gig of RAM available to the game to use, the RAM is slow. The cache on the chip is also slow. We had tested out memory bandwidth between cache and main memory on the xbox360 and the WiiU. The main memory access on the Xbox360 is about 2x-4x times as fast as accesses the cache on the WiiU. Yes I mean that the external to the chip RAM on the Xbox360 is faster than the cache memory on the WiiU. I don't remember the full results but I think we figured out accessing the hard drive on the Xbox360 was faster than the RAM on the WiiU too.

      The optical drive is also slow. I don't know for sure but it feels like the same drive that went into the PS3. And on the PS3 we used the hard drive to cache things to improve load speeds. Without a hard drive on the WiiU we can't do that.

      I won't go into the OS, and the programming environment, but let me just say I hate programming for Windows, and I prefer programming on the Xbox360 to the WiiU.

      While the GPU in the WiiU is better (probably because ATI doesn't make anything worse these days), they don't have the CPU and RAM to back it up. Who knows maybe things will be better from launch, but I'm glad to leave the WiiU behind.

    5. Re:PS3 by LordLimecat · · Score: 5, Interesting

      I don't remember the full results but I think we figured out accessing the hard drive on the Xbox360 was faster than the RAM on the WiiU too.

      Forgive me if Im skeptical of an AC claiming that a company who has been creating consoles for 30+ years managed to make RAM slower than disk access. That would be basically impossible to pull off even if you were specifically trying to do so; theres about 3 orders of magnitude difference between the speed of the two.

      Cache vs RAM is also a bit hard to believe, but at least there youre only talking one or two orders of magnitude.

    6. Re:PS3 by cheater512 · · Score: 1

      If the Xbox 360's hard drive was faster then the Wii U's ram, then you did something horribly wrong when measuring it.

    7. Re:PS3 by cpct0 · · Score: 4, Interesting

      OP AC:
      I used to code for Wii. Haven't coded for WiiU. So I cannot tell, only extrapolating from what you are saying here.

      However, what you are giving as info is mostly the same than Wii used to have. I expected they kept full compatibility between the WiiU and the Wii, so they could emulate the system. That probably explains the chips.

      Your PS (Paired Single) experience is mostly what I would expect from a newbie assembly programmer. Sorry. Yes, it's very hard to code PSes but once you get the hang of it, it's very efficient.

      As far as your memory experience, I would expect the WiiU to use the equivalent from the Wii, meaning they have a very fast internal memory, and a cacheless external memory. It's powerful if you understand how to work its magic, and you need to know how to use caches or other accumulators to transfer data.

      Not saying it isn't a pain. It is. Especially if you want to code as a general purpose guy (big company), with compatibility on multiple platforms. Most multiplatform have one kind of memory, so it expects fast and efficient RAM for its whole game. However, if you code solely for the WiiU, and have a background in Wii or in GameCube, you'll feel right at home I'm sure. Read your comments, and it all rang bells.

      LordLimecat:
      It would make sense if the WiiU uses the same system than the Wii. Wii uses 2 kind of RAM, first one is very quick for random access, but you have very little of it. Second one is very quick for sequential write access, but horribly slow for random read access. Depending on tests, you can get magnitude of slowness in that kind of RAM on Wii. Now, I don't have experience in WiiU (and even if I did, I would keep this confidential, to be honest), but I do feel in a familiar place. :)

      -full disclosure- Work for EA, all info here was double-checked for availability in the likes of Wikipedia and Google. Opinions are mine.

    8. Re:PS3 by l00sr · · Score: 1

      Forgive me if Im skeptical of an AC claiming that a company who has been creating consoles for 30+ years managed to make RAM slower than disk access. That would be basically impossible to pull off even if you were specifically trying to do so; theres about 3 orders of magnitude difference between the speed of the two.

      Mod parent up and grandparent down. It is mind-numbingly ludicrous to believe main memory access on the Wii U is slower than disk accesses. If that were true, there wouldn't be any point in having a CPU faster than about 100 Hz (which = 1 / x, where x = random access disk latency ~ 10 ms).

    9. Re:PS3 by Anonymous Coward · · Score: 5, Funny

      >Work for EA
      I'm so sorry.

    10. Re:PS3 by LordLimecat · · Score: 1

      What kind of RAM is it that has that kind of speed? Are you talking about flash memory? Even ancient, 15-year-old DDR200 RAM would be ridiculously fast compared to disk access, ESPECIALLY for random access (access time of ~100ns, which is ~50x faster than disk; transfer speed of ~1600MB/s, which is ~10x faster than disk). The discrepency is even greater with modern RAM, which is pretty cheap-- 3-10ns latency, and 6.5-13GB/sec transfer.

      The ENTIRE POINT of RAM is that it has good random read characteristics; if something has bad random read performance and good sequential, you are dealing with rotating media, and the only way I can see of making disk vs RAM even remotely comparable is by hooking the RAM to something on a PCI bus-- but the random performance would STILL destroy even the best of SSDs.

      Im not exactly clear why, rather than using ridiculously cheap modern DDR3 RAM at ~$4/GB, or even ancient DDR1 / DDR2 RAM, they would go with some alternative techology that sucks at random access. If disk speed is better, why wouldnt they just throw a 500GB disk in as main memory? Again, can you clarify what type of RAM we're dealing with here?

    11. Re:PS3 by Anonymous Coward · · Score: 0

      I don't remember the full results but I think we figured out accessing the hard drive on the Xbox360 was faster than the RAM on the WiiU too.[/quote]

      As soon as I read this, I knew you had no idea what you were talking about.

    12. Re:PS3 by cpct0 · · Score: 2

      (Note: this is speculation, I never asked Nintendo about these, nor did I had any access to whatever internal documentation on RAM for the Wii - much less for WiiU)

      Like I said, the 64M GDDR RAM of Wii is very quick, but optimized to be read and written in big chunks. It's not meant for per-byte random access.

      I don't have the specifics at hand, but RAM is read in big chunks (32 bytes, 256 bytes, I really don't remember), and kept in cache from there. As long as you stay in that cache, it's all right.

      Also, that RAM is used for GPU, DMA, and everything else external to the CPU. So its bandwidth is split between everything in the console. That means crappy bandwidth, split at controller side. That's GDDR RAM, tied down to the graphical chip, and that one has priority. That's why they added up so many features to transfer data back and forth from RAM. That way, you can do bulk transfers in background while the CPU is happily churning something else. Would it be that fast, there wouldn't be such tools.

      On a side note, I'd take OP AC with a grain of salt. However, HDDs do transfer quickly when accessing data sequentially. So I don't say it's impossible to have the same CPU-side bandwidth. You are totally right about latency, that said; HDDs are very slow to seek.

      Yet again, reminder this is for Wii, I have no idea how the WiiU works.

    13. Re:PS3 by Anonymous Coward · · Score: 0

      Sorry, but paired singles are awful compared to any other modern SIMD.

    14. Re:PS3 by DeadCatX2 · · Score: 1

      Yes, it's very hard to code PSes but once you get the hang of it, it's very efficient.

      Do you really end up coding PS in assembly, though? Shouldn't the compiler take care of all those problems for you?

      --
      :(){ :|:& };:
    15. Re:PS3 by cpct0 · · Score: 1

      Assembly. :)

      I would guess compilers are interested in creating very good optimizers and use special features when this is mainstream, not a niche market.

  4. Simplicity of design is an important factor by DreamMaster · · Score: 4, Interesting

    Of course, part of the problem is just how you define 'Just ahead of'. Part of the problem in the last cycle with the PS3 particularly, from what I undestand, was the complexity of developing the software for the multi-core Cell processor architecture. Even if the speed of the Wii U overall isn't much better overall, the fact that the architecture is simpler may make it easier for developers to wring better performance out of their games. The fastest system in the world isn't going to matter if it's so hard to develop for that you end up writing poorly performant code.

    We'll have to wait and see how well newly released titles post-launch are able to do with the new hardware.

    1. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 3, Interesting

      Thats not even the kicker. The kicker is that the PS3 was SO far ahead that it ultimately didn't matter. The Cell processor never took off, developers stuck with the simpler (and cheaper) 360 architecture and the PS3 was left with a complicated design that few people wanted to bother mastering.

      Being ahead of the curve is ALWAYS a risk not (necessarily) a reward.

    2. Re:Simplicity of design is an important factor by sandytaru · · Score: 1

      The flip side of that is that they are still figuring out how to optimize gameplay on the PS3, seven years later, and ever game a studio does marks an improvement. Sony hasn't even had to announce the PS4 yet, because they are not done with PS3 as a platform. (Heck, they are still technically supporting the PS2!)

      Instead of being the first console of the next generation, the Wii U is Nintendo's second console for the "current" generation.

      --
      Occasionally living proof of the Ballmer peak.
    3. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 0

      that's so true, I remember how amazing xbox 1 games looked, considering it was a 733mhz celeron II and SLOW geforce 1/2
      but developers could max that out no problem from the start because it was so familiar.

    4. Re:Simplicity of design is an important factor by collet · · Score: 1

      the fact that the architecture is simpler may make it easier for developers to wring better performance out of their games.

      Correct me if I'm wrong, but I always though it was the opposite. More complicated architecture meant more optimisation which meant more performance. Of course, more standard architecture means less optimisation and performance, but is obviously easier to develop for. Which, judging by the sort of games featured on the Wii, is probably better for Nintendo which isn't exactly known for spectacular photo-realistic cutting-edge graphics (or is it? I'm too young to know of anything before the N64...).

      The problem with the PS3 was it was too reliant on optimisations with the Cell processor and took a lot of effort to get something half-decent.

      Also, don't all modern consoles use some variation of the POWER architecture? Surely IBM must be the winner in the console industry...

    5. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 0

      'performant' is not a word.

    6. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 0

      How is that a good thing? By that logic, we should still be on the PS2/Xbox/Gamecube cause we never tapped out those systems (the Xbox especially).

    7. Re:Simplicity of design is an important factor by godrik · · Score: 2

      well there is a balance, with a complex archiecture you can obtain more peak performance for the same cost of manufacturing. But you increase the cost of designing the hardware.

      Also a complex architecture means that reaching the peak performance will be more difficult for the programmers.

      So with a simpler architecture (such as what appears to be in the wiiU), you have a lower peak performance, but reaching it is much easier. And in practice the amount of performance you typically get from a simpler system might be higher that what you might be able to achieve from a complex one.

    8. Re:Simplicity of design is an important factor by viperidaenz · · Score: 1

      Pity it was actually closer to a PIII with a GeForce 3

    9. Re:Simplicity of design is an important factor by tsotha · · Score: 1

      Correct me if I'm wrong, but I always though it was the opposite. More complicated architecture meant more optimisation which meant more performance.

      More complicated can also mean more pitfalls. Game design is done on a merciless schedule. You can't wring out every last ounce of performance from an architecture that was so complicated you spent all your development time getting the damn thing to work.

    10. Re:Simplicity of design is an important factor by collet · · Score: 1

      Exactly. This was what I was getting at with regards to the PS3. It's a trade-off.

    11. Re:Simplicity of design is an important factor by hairyfeet · · Score: 3, Interesting

      That was the same thing that put Sega in a death spiral that they never recovered from. The Saturn was a more powerful system, but because they didn't see the sudden explosion of 3D they had to bolt on a second processor at the last minute and having to program for 2 CPU plus a GPU made it a royal PITA to program so many of the games looked the same or worse as nobody took the time to optimize for the design. if you look at games like Virtua Fighter (where they used one chip for each fighter) they were getting better 3D than the PS1 but they were the only company that would put in the work.

      If the rumors are true and the PS4 is a standard AMD APU with an ARM chip for DRM then I'd have to say Sony learned their lesson about exotic chips, lets just hope that it isn't like Sega and too little too late.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    12. Re:Simplicity of design is an important factor by bbecker23 · · Score: 2
      --
      cat /dev/random > sig.txt
    13. Re:Simplicity of design is an important factor by AK+Marc · · Score: 1

      If the architecture is perfectly simple, 100% is available day 1. If the architecture is hard, then day 1 may give you 50% performance, letting you tweak and learn for years before hitting 90%. But that's separate from the question of "if I don't optimize for simplicity, will the performance be sufficiently better to cover the difference from the complexity I'm making"?

    14. Re:Simplicity of design is an important factor by hairyfeet · · Score: 4, Interesting

      Well its a balancing act, make it too hard and many companies won't bother, same thing happened to Sega with the Saturn that was more powerful than the PS1 but didn't look it because it was a royal bitch to write games for. So you want to give yourself enough power that the system will look good 5 years from now (the typical life of a console before the downturn) but you don't want to make it so complex that nobody will put in the work but you.

      And if the rumors are true IBM and AMD are gonna be the winners next gen, because the rumor has all of the consoles using their GPU and at least one (PS4) using their APU, so no matter who wins IBM and AMD will be cashing the checks. I have to wonder if this isn't the reason that the Steambox is supposedly gonna have an Intel CPU/APU and an Nvidia GPU, I wouldn't be surprised if looking at being shut out of the next gen consoles that Nvidia offered a sweetheart deal to Valve to go green for their console.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    15. Re:Simplicity of design is an important factor by Khyber · · Score: 1

      No, we tapped out the PS2.

      See Shadow of the Colossus.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    16. Re:Simplicity of design is an important factor by AvitarX · · Score: 1

      I highly doubt it's too little too late for Sony, there's a lot of PS3's out there.

      About as many sold as 360s, and about as many copies of Assassin's creed 3 sold on each system.

      All 3 companies appear to have done alright this generation.

      Maybe I'm just hoping though, because I just bought a PS3 (God of War and Assassin's creed being pretty much every game I've missed playing that I wanted to in the last decade), and God of War being an exclusive. It'd be a shame if the development of God of War degraded (though I'm not too excited for the new one).

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    17. Re:Simplicity of design is an important factor by AvitarX · · Score: 1

      I'm too young to know of anything before the N64

      N64 was pretty good when going all out, it was expensive though, as textures had to be burned into ROM and were far more expensive to use than PS1.

      It was far easier and less expensive to make a nice looking PS1 game though, as texture storage was basically free, and texture makes a huge difference. Also, FMV cutscenes and lots of voice could be stored better, and cutscenes were all the rage.

      N64 example:
      https://www.google.com/search?q=indana+jones+n64&rlz=1C1_____enUS387US390&sugexp=chrome,mod%3D2&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&authuser=0&ei=4YmpUKW5BYyN0QGzvoFA&biw=1309&bih=726&sei=44mpUKm4I8W00QHymIDYAQ

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    18. Re:Simplicity of design is an important factor by robthebloke · · Score: 3, Interesting

      More complicated architecture meant more optimisation which meant more performance

      The more complicated archictures required more optimisation (PS3 for example), but that was only to struggle to get them close to the performance of the easier to dev for machines (eg 360). When we started in the PS2 days, the XBOX was a doddle to make work (and most of the optimisation work was getting most out of the shadersm or actually working on you know, the game code!), however the PS2 (which was a weaker machine) had sales figures that translated to a bigger profit. Sadly, the PS2 was a PITA to work with (interesting from an 'engineering challenge' point of view, but hideous from a commercial development perspective), but given the number of sold units, we didn't have much choice but to optimise the hell out of it.....

      The same situation came about with the PS3, except this time the number of PS3 units sold made it very hard to justify the expense of optimising games for it, so we didn't. The early release titles were pretty terrible, and it took quite a few years before the games were approaching those of the 360. If sony make the PS4 as esoteric as the PS3, it will be the last console they ever make. I think it's fair to say that the PS4 will infact be a bog standard 0x64 PC dressed up like a console. To do anything different would kill off playstation imho.

      Anyhow, it won't be long before the Sony PR machine kicks into work, and we start hearing how Saddam Hussein will be importing 2000 ps4's to build the worlds most powerful supercomputer, and the fanboys start chanting about how the PS4 will be the most powerful console ever (even though it isn't). Happens everytime, and will happen again. This time around though, I think the iPhone will win out :/

    19. Re:Simplicity of design is an important factor by Kwyj1b0 · · Score: 2

      I'm curious about tapping out (by which I believe you mean mean wrung out maximum performance from) a system - how do you know that this was the best performance you could get? In other words (and more generally) how do you know that you got the best performance possible from a system, and how much is lost due to code inefficiencies (which, I guess, will almost always exist for any non-trivial program).

      Is there a way to say/measure that no matter how you changed the code (even a complete rewrite), you couldn't get significantly better performance for the same level of graphics and response time?

      Not trolling or putting down the people who made the game, honestly curious.

    20. Re:Simplicity of design is an important factor by robthebloke · · Score: 4, Interesting

      A trade off? Such as the a compiler that is so bug ridden, it failed to accept things such as "#define SIZE 10"? (which has since been fixed). Or, having three different threading API's, none of which worked together, and none of which actually worked properly? (requiring that we wrote our own). Or maybe, the cost of a mis-predicted branch causing a 8000 cycle CPU stall, made worse by the fact there was no branch predictor, which meant every line of existing code had to be re-written without branches? Or the lack of any decent development tools for years after launch? That wasn't a trade off, it was a disaster!

    21. Re:Simplicity of design is an important factor by goruka · · Score: 5, Informative

      Disclaimer: IALD (I am a Licensed Developer)

      Because of NDA I can't really say much, but i'd take developing for WiiU than for 360 or PS3 any day. The Hardware, APIs are much simpler and familiar. The hardware in WiiU is DX10 level, while 360 and PS3 are DX9 level with some extra stuff hacked on.

      Basically that means, besides the more friendly and flexible hardware, implementing most common rendering techniques can be done more efficiently. (OpenGL 3.x features, OpenCL).

      So it's not just about "raw performance". In contrast, DX11 level hardware (what will likely power PS4 or xb720), even if likely to be much faster, won't be that different to program for than WiiU.

    22. Re:Simplicity of design is an important factor by LordLimecat · · Score: 1, Funny

      . I think it's fair to say that the PS4 will infact be a bog standard 0x64 PC dressed up like a console.

      Im going to assume you meant x64 or 64-bit; Im unaware of any 100-bit computers currently on the market ;)

    23. Re:Simplicity of design is an important factor by tlhIngan · · Score: 1

      If the rumors are true and the PS4 is a standard AMD APU with an ARM chip for DRM then I'd have to say Sony learned their lesson about exotic chips, lets just hope that it isn't like Sega and too little too late.

      Technically, the PS2 was also pretty exotic, but people eventually figured it out, and it won out over the simpler Xbox design.

      And funny enough, if the PS4 is based on an AMD CPU, it's really the Xbox2 in design, since it'll just be a modified PC. Heck, the original Xbox was supposed to use an AMD processor rather than an Intel.

      Heck, maybe Sony can get Xbox games to work on the PS4. Halo and Halo 2 on PS4!

    24. Re:Simplicity of design is an important factor by aliquis · · Score: 1

      Look at Gameboy, Gameboy Advanced, DS/DSi and 3DS and what they are doing there.

      Minor upgrades to keep it interesting (but still likely as good as they could make it in the first generation) and improvements towards perfection in the areas seen as lacking.

    25. Re:Simplicity of design is an important factor by arose · · Score: 2

      You carpetbomb scadinavia with your systems. When the demo groups have reached a stalemate your system can be considered tapped out.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    26. Re:Simplicity of design is an important factor by Kjella · · Score: 1

      So it's not just about "raw performance". In contrast, DX11 level hardware (what will likely power PS4 or xb720), even if likely to be much faster, won't be that different to program for than WiiU.

      At least according to the WP page:

      Direct3D 11 is a strict superset of Direct3D 10.1 - all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality.

      Hopefully that means something for games support, I loved my Wii but there was damn many games that were xbox/ps3 only, now hopefully wii u will at least get them - even though they'll run at lower perf levels than an xbox720/ps4. We'll see, I'm getting one anyway.

      --
      Live today, because you never know what tomorrow brings
    27. Re:Simplicity of design is an important factor by aliquis · · Score: 1

      Technically, the PS2 was also pretty exotic, but people eventually figured it out, and it won out over the simpler Xbox design.

      Source?

      By games released later? Or what? When is this supposed to have happened?

      For all I know performance was more like PS2 < Gamecube <<<Xbox.

    28. Re:Simplicity of design is an important factor by aliquis · · Score: 1

      :D

      Yeah, when I read tap out this was about what I thought about:
      http://www.youtube.com/watch?v=oaMs-7DFRx4

      http://www.youtube.com/watch?v=9_ra20RTBQ4 (even says it's 68030 specific with 68040-68060 coming soon :D)

      Anyway I don't see the advantage. It's just a way of saying the game will run like shit at release and better with time. YAY!! :D

      Of course you'd wish to get as close as 100% possible performance with the least amount of work.

      To throw more hardware at a problem is an expensive solution. To throw more development time onto it may be an even more expensive solution (we're talking pretty decent scales of development time vs number of consoles with their hardware but in the possibly fast but complex hardware case you get BOTH issues.)

    29. Re:Simplicity of design is an important factor by aliquis · · Score: 1

      Complex doesn't have to mean faster.

      It could mean more specialized and hence better at a single task which if you used it for would be an advantage.

      But it doesn't have to.

      In the case of cell I think the cell processors was rather more simple in design as in less specialization but many in numbers as in more complex to share the work load on.

      Of course, more standard architecture means less optimisation and performance

      For code? For code it rather means easier to optimize for. For hardware maybe, maybe not.

      One advantage going of the shelves and with what's available is likely development (and production cost?) of the hardware.

      Intel and IBM do good CPUs. You could try to make your own but it's likely not worth the effort. Also there's good tools made for those previously known CPUs.

      Which, judging by the sort of games featured on the Wii, is probably better for Nintendo which isn't exactly known for spectacular photo-realistic cutting-edge graphics (or is it? I'm too young to know of anything before the N64...).

      I shouldn't answer that since my knowledge is very lacking but the comparisions I've seen was with Sega and I wonder if the SNES wasn't better for 2D? Maybe, maybe not. I think it had more advanced sound and it also had cartridges which had their own chips which could do things the console couldn't (like zoom and rotate sprites and planar to pixel or whatever graphics.)

      Not my area really =P, Wikipedia can likely answer.

      Tried google for it a little now but all I could find was:
      http://whowouldwinafight.com/sega-genesis-vs-super-nintendo/
      claiming the SNES had better graphics but people didn't noticed and some lion king comparision claiming SNES had the same to far, far better sound (in that game.)

      Then there was the Mega-CD and Mega 32X.

      If I remember correctly it was Sega which had one Japanese and one US part of the company developing different consoles? In the Saturn era or something such. Likely a big mistake. Same with Nintendo where they decided to not build a CD console with Sony / throwed them out of their CD project / throwed the CD project out / something such and Sony went on and made their own console...

      I may be wrong. Or partly right. Mostly trying to help =P

      Neither would give photo-realistic graphics, especially not using 3D =P

      The problem with the PS3 was it was too reliant on optimisations with the Cell processor and took a lot of effort to get something half-decent.

      So not more performance :)

      If you do optimize more then it goes by the definition that it become better. If you have to put more effort into optimization however then it will be worse to as good as it can be depending on how much work you put into it. Now with the PS3 there's a chance the raw capacity of the system / processor was higher. And maybe it was choosen because of that. But the more complex layout didn't made it pay off that well, at least not early.

      Also, don't all modern consoles use some variation of the POWER architecture? Surely IBM must be the winner in the console industry...

      I wonder why they use PPC? More registers (compared to x86, but AMD64 fixed that)? More/better instructions for vectors/graphics/?

      Those benefits previously and now to remain backwards compatible and be able to use the same tools?

    30. Re:Simplicity of design is an important factor by aliquis · · Score: 1

      I assume Steambox is something done by Steam/Valve, maybe part of their games on Linux project. And if so one obvious reason to go Intel (or AMD64) is that that is what all the games are coded for. They aren't coded for PPC (or ARM and ARM would be much much slower ATM.)

    31. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 0

      So you are saying that WiiU will be a cheap trainging system to learn to program for the next generation?

      Also, APIs familiar to what? Win32, Unix, Posix, a multimedia library like SDL, DirectX, OpenGL+OpenAL?

    32. Re:Simplicity of design is an important factor by maztuhblastah · · Score: 1

      Or maybe, the cost of a mis-predicted branch causing a 8000 cycle CPU stall, made worse by the fact there was no branch predictor, which meant every line of existing code had to be re-written without branches?

      Ok, this confused me. What do you mean "no branch predictor"? I mean... it's either doing speculative execution or it's not -- and if it's not, how the hell do you have a "mis-predicted branch"? And if it is, how do you do that without branch prediction? Or does it just treat bne as a jump and beq as a nop? (aka. static prediction?)

      All of the POWER and PowerPC chips I've heard of definitely have branch prediction (and mostly quite good prediction at that), and while I don't know the first thing about the Cell and how dumbed-down it is/isn't, what you described seemed.... odd.

      Also, 8000 cycles? A mis-prediction takes out the SPE for 8000 cycles?!? Holy shit. That makes Prescott look downright thrifty...

      That platform sounds nightmarish. Best of luck.

    33. Re:Simplicity of design is an important factor by Crosshair84 · · Score: 1

      Isn't that the same problem that the PS3 has had? From what I read it is a real PITA to program for compared to the other consoles, even though on paper it has the most powerful hardware. In part though that had to do with the development tools being inferior at the start, which gave the 360 a nice heat start despite the hardware problems and the Wii hardware was never powerful enough to compete with either.

    34. Re:Simplicity of design is an important factor by Khyber · · Score: 1

      "How do you know this is the best performance you could get?"

      Exact words from the game devs. Even future revisions of the PS2 after release of the game could not handle it and it was as optimized as possible.

      It took the PS3 release to get framerates even close to solid.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    35. Re:Simplicity of design is an important factor by Khyber · · Score: 1

      Oh, and to note, even the PS3 units with full PS2 hardware inside couldn't handle it, either. It literally took an HD remake to get things even close to 100% fluid.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    36. Re:Simplicity of design is an important factor by DuckDodgers · · Score: 1

      If they make the only 100-bit computer on the market, then by definition it's bog standard for the type. Right?

    37. Re:Simplicity of design is an important factor by Anonymous Coward · · Score: 0

      No, there is no way to know. You can only measure this subjectively. Benchmarks can give you some numbers, but they're still not a complete picture. I don't know what he's basing his opinion of Shadow of the Colossus (which I'm not familiar with) on. You have to come up with a metric like shader-passes-per-pixel or operations per pixel or triangle count, etc. You can compare these numbers between games all day long, but all you've done is compare that exact metric between games. You can take all of them and say that "between all of these metrics, this game is doing the most stuff at the highest framerate", but then you've gone back to stating your subjective opinion (as the GP did). You still don't know the true limit of the console with a real-word game. You can go on about specifications, but those are ideal and not what you see in a real production game.

      Goes back to the age-old problem of benchmark numbers vs actual use scenarios. Intel scores higher on benchmarks, but AMD runs as fast as Intel when being used as an average user would use it. Compare to for example, Shadow of the Colossus might be doing all sorts of crazy rendering at a crazy resolution, but it's got a shit AI compared to another game with less graphics that spends more CPU on the AI (made up example, I've not played it).

    38. Re:Simplicity of design is an important factor by hairyfeet · · Score: 1

      Exactly Crosshair and to some extent they also had this problem with the emotion engine on the PS2, and this when combined with the amount of money they've lost in recent years makes me believe the rumor is true that the PS4 is gonna have an AMD APU instead of the cell or another POWER based chip.

      Lets face it the cell just never caught on, there was talk and even a few products made of a cell chip on a PCIe bus for CGI and video renders but the price never dropped and so it flopped and supposedly it a real PITA to code for. Compare this to the AMD APU, its a bog standard X86-64 with Radeon graphics, so games can be ported from the PC with almost zero effort, which means instead of PCs getting games along with the X360 and the PS3 getting them late if ever they could have PS4 games released at the same time as PC games thus making for a better library.

      So the question becomes whether or not they are gonna have backwards compatibility and I bet no, the cell cost too much to add the cost of a chip to every unit just to play the PS3 library. More likely they will tell those that want BC to just hang onto their PS3 (which they may continue to support like the PS2 but I kind of doubt it as its expensive to make) and since all the new games will be on the PS4 most will probably just switch. Not to mention one thing the Radeon APUs are known for is great multimedia performance so you could replace your STBs with the PS4 and have it do everything.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    39. Re:Simplicity of design is an important factor by Crosshair84 · · Score: 1

      It will also drastically save cost on R&D and they will more easily benefit from die shrinks and other advances. As you have pointed out, the same holds true for netbook/laptop screens and TVs.

      My bet is that they are going to aim for a current top of the line APU with the expectation that in 3+ years those units that were top of the line and expensive are now effectively the low end dirt cheap units. IIRC both Microsoft and Sony are aiming for 10 year life cycles on the consoles so it would make sense to just go all out at the beginning and then let die shrinks and other advances lower costs as time goes on. Though of course that is also a bit of a risk because there is always the off chance we hit some sort of wall, as Intel did with the P4, and those lower production costs don't come.

      They can also substitute more advanced APUs that may become cheaper than the original and just mod the system software so the game software sees it as the same chip.

    40. Re:Simplicity of design is an important factor by hairyfeet · · Score: 1

      Well I'm sorry i didn't think to bookmark it, but the current rumor is an AMD quad with the now standard turbo and gating so it can drop down when doing light loads and kick it up for heavy gaming, along with a midrange GPU baked in, which the rumor was it'll be a 6 series like an HD6570 with a few features of the 7 series baked in. To offset the memory bandwidth they are gonna have a small amount of the fast stuff as a buffer, there weren't sure but I'd say 128Mb-256Mb of fast memory like SRAM or the EDRAM (I believe that is the correct name) would perfectly compliment the 2Gb-4Gb (I'd bet on 4 myself) of standard DDR 3 they'd have onboard.

      So I personally think its a smart move, as you said they can move up chips later if they wanted to save costs (since you want all of them to play the same games going higher power wouldn't make sense) and with a lightweight embedded OS frankly those specs are pretty damned good without breaking the bank or making Sony take a bath on each unit. Games will be easy to port, multimedia will be damned good, and that chip should crank out most of today's PC games in 1080p with Windows, with an embedded it would rock.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    41. Re:Simplicity of design is an important factor by hairyfeet · · Score: 1

      I think most would say it "won" (I'm not the guy you were responding to, but I've seen a lot of people saying it won because they still sell PS2s) simply because its still supported and with THIS long to work on it most devs just by the length of time they've dealt with the hardware have it pretty down pat.

      But folks have to remember that the Xbox 1 was shoved out the door quickly to get them a foot in the door, so naturally once they had a new unit they'd pull the plug. I mean it was a Celeron P3 with a Geforce 1/2, those weren't great specs to start with but they could make it quick and cheap and get it out the door. if you've ever looked at the inside of the Xbox 1 its strictly COTS, this let them crank it out quickly, but trying to get a P3 now wouldn't be easy, but sony owns the chip and can just have more PS2 emotion engines made.

      but I think this will work with the PS4, they can just replace any AMD quad with a later model quad and just have the software run the same, as far as the games are concerned an APU will be an APU, its not like X86 quads aren't a mature tech by now.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  5. It's clearly no 360/PS3 by Anonymous Coward · · Score: 2, Interesting

    The WiiU is able to handle many multiplatform games in 1080p that the existing consoles can barely run at 720p. That alone suggests it's at least 2x more powerful or so. Also consider that developers have had far longer to optimize to the other consoles, and it could be even more capable. And what's more, it has 4x the 360's RAM.

    It may not be as different from the PS3 / 360 as they were from the PS2 / Xbox, but saying it's barely an improvement over the current crop is clearly bullshit.

    1. Re:It's clearly no 360/PS3 by Anonymous Coward · · Score: 1

      You're talking bullshit. Take Batman AC for example, the frame rate is piss poor. The machine can't handle it. Reports are there are similar issues with AC3; worse framerates than on the other consoles.

      The Wii U is BARELY ahead in some ways, but given the experience head start the other consoles enjoy, even the PS3, ports will end up "on par" at best, and when the other players launch in a year, then it'll be a clear loser.

      >but saying it's barely an improvement over the current crop is clearly bullshit.

      Nobody buys a Nintendo console for the latest tech anyway, but if you think it's got 2x the performance of the PS3/360, you are either deluded or lying. It's barely an improvement.

    2. Re:It's clearly no 360/PS3 by lilfields · · Score: 1

      2 times more powerful? In what universe? Are you saying the hardware barely above the 360 and PS3 are is somehow magically performing twice as well? Hogwash. It's not just a Nintendo thing, the next gen from Microsoft is supposedly going to have what we now would expect from a mid-low range gaming PC, and after PS3 (still) being a loss for Sony (profit wise) I'd expect the same from them. Graphics are becoming less important to people, this next generation will see marginal graphics improvements with big user experience improvements. WiiU is the first of that onslaught, it's not necessarily a bad device just because its specs aren't PC gaming grade. Why so defensive?

    3. Re:It's clearly no 360/PS3 by thetoadwarrior · · Score: 3, Interesting

      It depends entirely on the developer. Call of Duty apparenty runs much better than on the other two. http://arstechnica.com/gaming/2012/09/wii-u-coming-to-america-sunday-november-18/ and keeping it mind not only is COD running at 60 FPS on one screen, but it's updating a second screen. The AC series isn't even the pinnacle of good gaming. They knock out a title a year and the performance in the previous games wasn't even that great on the current systems. Probably because it's hard to optimise for something when you're too busy trying to knock out a game in record time.

      It will almost certainly be the least capable system of its generation but it's not easy to compare it against the current generation for the mere fact developers are only learning how to use it, it has more screens and it will no doubt make it more obvious which developers are better than others.

    4. Re:It's clearly no 360/PS3 by Anonymous Coward · · Score: 0

      2 times more powerful? In what universe? Are you saying the hardware barely above the 360 and PS3 are is somehow magically performing twice as well?

      I'm saying the hardware isn't barely above the 360 and PS3. When did I imply otherwise?

    5. Re:It's clearly no 360/PS3 by Anonymous Coward · · Score: 0

      when the other players launch in a year, then it'll be a clear loser

      Well yeah, no one's arguing against that.

    6. Re:It's clearly no 360/PS3 by cheater512 · · Score: 1

      Err the comparison was against the Wii not the 360 and PS3.

      And saying the Wii U is at least 2x more powerful than the Wii is a pretty safe statement.

    7. Re:It's clearly no 360/PS3 by Xest · · Score: 1

      "The AC series isn't even the pinnacle of good gaming. They knock out a title a year and the performance in the previous games wasn't even that great on the current systems."

      Played every single one on the 360 and has always been smooth as silk. Never encountered a single performance issue. Perhaps this is a PS3 only problem as I've never played it on that platform? For what it's worth, I played them all in 1080p also.

      "Probably because it's hard to optimise for something when you're too busy trying to knock out a game in record time. "

      Except that's not how they've been developing the AC series. They have multiple teams working on the franchise in a staggered manner, and AC3 for example has been in development since AC2 was released, so 3 years, which is about standard for a AAA title. This is the same way Call of Duty is developed and released yearly albeit with distinctly different studios putting their name to it under the same Activision umbrella.

    8. Re:It's clearly no 360/PS3 by Anonymous Coward · · Score: 0

      Not only are you wrong about COD running better on the WiiU, the second screen is only updated (in the way that you mean, with a separate view) if you play two-player in that particular mode, and when you do, you do take a small frame rate hit. This was all demonstrated by Giant Bomb on their live-stream yesterday. I trust Jeff knows his CoD. Wouldn't surprise me if the even removed some rendering passes in some of these ports, especially if they try to run at 1080p.

  6. Let me know when it's open to homebrew by drinkypoo · · Score: 1

    Sounds like it would make a great media player for a change.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Let me know when it's open to homebrew by DreamMaster · · Score: 2

      I agree. I know it's just being released, but I'm eager to hear if the communications with the controller are encrypted or not, and whether it uses 'off the shelf' parts/protocols that would be easy to duplicate. Just as lots of homebrew coolness has come out of the Wii controller, it'd be interesting to find out if something similar can be done for the Wii U controller. Not just for being a portable media player, but other cool things. Maybe even implement a PC display driver so people could use it as a cheap extra screen for their home computer.

    2. Re:Let me know when it's open to homebrew by thetoadwarrior · · Score: 1

      What's the transfer rate on bluetooth? I'd assume that's how it's done like the Wii but I don't know how well it would handle video.

    3. Re:Let me know when it's open to homebrew by GofG · · Score: 2

      I'm sure it's on bushing's to-do list. (Using the new colloquial definition of root) He got the Wii rooted in like six months. Nowadays you can easily get a "Homebrew Channel" on your homescreen, which acts like an App Store for awesome stuff like emulators, gameshark-esque hacking devices, media players, even a virtualmachine host.

      --
      GFA/M/S d-- s: a--- C++++ UBL++$ P+ L+++ !E- W++ N+ !o K- w--- !O !M !V PS++ PE Y+ PGP+ t+++ 5- X+ R tv@ b++ DI++++ D+ G
    4. Re:Let me know when it's open to homebrew by Anonymous Coward · · Score: 0

      The amount of data transfer to that controller is going to be impressive. I would be interested in adapting the controller to operate RC vehicles and robotics.

    5. Re:Let me know when it's open to homebrew by baka_toroi · · Score: 1

      They use a different kind of technology to transfer video, it's not done over Bluetooth. I don't know exactly what technology, though.

    6. Re:Let me know when it's open to homebrew by cheater512 · · Score: 2

      It uses Wifi 802.11n for both controls and video to the new pad. Some cool software hacks, but standard 802.11n for the base.
      Bluetooth still for the regular Wiimote.

    7. Re:Let me know when it's open to homebrew by Jiro · · Score: 1

      Pretty much the only things that are any use on the Homebrew Channel are emulators, gameshark-esque hacking devices, and media players.

    8. Re:Let me know when it's open to homebrew by GofG · · Score: 1

      Well,to be honest, what more would you ask for? Specifically, what would you like someone to write? I can't think of anything I might use my Wii for except those four things.

      --
      GFA/M/S d-- s: a--- C++++ UBL++$ P+ L+++ !E- W++ N+ !o K- w--- !O !M !V PS++ PE Y+ PGP+ t+++ 5- X+ R tv@ b++ DI++++ D+ G
  7. Old Wii games resolution? by Janek+Kozicki · · Score: 1

    since we are talking about WiiU (and I have Wii, and like it), I am wondering: will the Zelda Twilight Princess run in full HDMI resolution on new Wii U? Or it will have the "original" pretty low resolution?

    What about other Wii games?

    --
    #
    #\ @ ? Colonize Mars
    #
    1. Re:Old Wii games resolution? by Anonymous Coward · · Score: 0

      derp derp...

    2. Re:Old Wii games resolution? by gman003 · · Score: 1

      I don't think so. It will probably only run exactly the way it did on the Wii, much like Gamecube games aren't improved by playing on the Wii.

      It's possible they might do some upscaling or antialiasing, though. I don't think it's likely, but it's not implausible.

    3. Re:Old Wii games resolution? by Anonymous Coward · · Score: 1

      Yeah, all of the unused HD textures the high polygon count models they stuck in there, in anticipation, will finally shine.

    4. Re:Old Wii games resolution? by Dogtanian · · Score: 1

      I am wondering: will the Zelda Twilight Princess run in full HDMI resolution on new Wii U? Or it will have the "original" pretty low resolution?

      I don't think so. It will probably only run exactly the way it did on the Wii [..] It's possible they might do some upscaling or antialiasing, though.

      I believe that's what he was suggesting anyway.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    5. Re:Old Wii games resolution? by Totenglocke · · Score: 1

      I sure hope they allow for "upconverting" (yes, I realize it's just smoothing the edges). With the huge increase in power over the Wii, there's no reason not to have it.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    6. Re:Old Wii games resolution? by thetoadwarrior · · Score: 1

      I'm assuming it's like the Wii which basically had a Gamecube bolted in (more or less) so the games were exactly the same. Though I am hoping for some upscaling.

    7. Re:Old Wii games resolution? by Anonymous Coward · · Score: 1

      Already confirmed there's no upscaling for Wii titles. If you want to see those high res textures that are on the disc, you're going to have to use Dolphin.

    8. Re:Old Wii games resolution? by drkstr1 · · Score: 1

      I bet they could pull it off. If my Android port of FF3 can scale up beautifully to my HD tablet, I don't see why Nintendo would have any trouble. Unless of course they just ran out of time and didn't implement anything to handle it.

      --
      Fanboy Status: Apache Flex, C#, Eclipse, KDE, Pirate Party, Ron Paul, Slackware, Windows 7
    9. Re:Old Wii games resolution? by gman003 · · Score: 1

      That's a port. Now get an emulator that runs an unmodified ROM of FF3 to do that.

      Some things are trivial in a port, but extremely difficult for an emulator.

    10. Re:Old Wii games resolution? by pla · · Score: 1

      That's a port. Now get an emulator that runs an unmodified ROM of FF3 to do that.

      FF3 used sprite/raster graphics. You don't get much more than it had in it originally.

      OTOH, FF7/8/9 used "real" 3d constrained to an NTSC viewport. ePSXe (and other PS1 emulators) really can display those in far, far better resolution than the original PS. Not just scaled-and-smoothed, but natively at a higher resolution. Same goes for the N64 under 1964.

      It would really surprise me if a modern gaming console like the Wii didn't also use low-level 3d primitives that an emulator could show at a "full" real modern resolution.

    11. Re:Old Wii games resolution? by pla · · Score: 1

      Yeah, all of the unused HD textures the high polygon count models they stuck in there, in anticipation, will finally shine.

      2x or 4x oversampling counts as the norm (for avoiding "edge" case distortions). So yeah, 2304p (or even boring ol' 1080p) really will shine compared to NTSC on the original.

    12. Re:Old Wii games resolution? by drkstr1 · · Score: 1

      True, there is an extra level of software control there I didn't consider.

      --
      Fanboy Status: Apache Flex, C#, Eclipse, KDE, Pirate Party, Ron Paul, Slackware, Windows 7
    13. Re:Old Wii games resolution? by gl4ss · · Score: 1

      in the context of the wii however...
      since it's pushing polygons, upping the resolution without shitty scalers like most console emulators do isn't such a problem.
      psx emulators can up the resolution too. of the polygon parts anyways.

      you can run wii games on your pc in 1080p anyhow.

      --
      world was created 5 seconds before this post as it is.
    14. Re:Old Wii games resolution? by Anonymous Coward · · Score: 0

      Nintendo seems to lean pretty heavily in the 'recreate the original experience' camp when it comes to backwards compatibility.

    15. Re:Old Wii games resolution? by Stuarticus · · Score: 1

      The SAI engine from zsnes scaled these quite nicely.

      --
      If you think someone isn't free to have a different definition of "freedom" you may be a tyrant.
  8. Yes and no... by Anonymous Coward · · Score: 5, Insightful

    Somewhat misleading. While the CPU power of the Wii U most certainly lies in the realm of what you see in the 360 (rumor is it's basically a 3 core, overclocked Wii processor), the video power is a decent step up. We're talking about a semi modern GPU that supports all sorts of bells and whistles none of the last gen consoles did. The Wii U will most certainly be left in the dust by the PS4/720, but the beautiful thing about it is that it should probably be able to play next gen multi-platform ports in 720p. Which will be fine for most people, as half the HDTVs out there are only 720p to begin with (and look just fine).

    1. Re:Yes and no... by gman003 · · Score: 4, Interesting

      Did you see some source I haven't? I've been scouring the net regularly for detailed specs on the Wii U, and as of right now, I can't find any reputable specs for the CPU or GPU.

      We do know that it's a POWER-based CPU, almost definitely POWER7, but it could be single-core for all we know (although the rumors seem to have settled on quad-core, with some level of SMT, with a clock speed in the 3GHz range). And the GPU seems to be a complete mystery, other than it being made by AMD.

      I'm not saying you're wrong, I'm more curious as to where you got that info so I can read it myself.

      I'll also note that, if the rumors are right, it basically confirms my "half-generation" hypothesis, that Nintendo is deliberately designing their consoles to be half a generation behind Microsoft/Sony, so they get lower hardware costs, better thermal bounds, and can just follow the architecture of the "winning" console instead of risking a less established architecture, but are still "close enough" to the current-gen to be competitive for the hardcore gamers, and are enough of an improvement on the last generation to entice their own customers to upgrade.

    2. Re:Yes and no... by Xeranar · · Score: 1

      The GPU is arguably a 4xxx or 5xxx chip (depending on the reference) which puts it light years ahead of the 360 & PS3. It's older and slower than the most modern stuff but it could run TF2 in 1080 and other quality PC games easily. If there is serious cpu/gpu lag it's half-baked instructions in the OS holding it back still. Course I take such comments as heresay simply because they wouldn't screw a launch over like that if they could help it.

      Nintendo opted to go cheaper so they could release at closer intervals. It may or may not work though if it means the loop & PS4 only show up in Q4 2014-5 then the WiiU will almost be done and the next Wii3/U2 will be nearing the market for 2016-7 and that would for sure be faster while the loop & PS4 are just beginning their long life cycle.

    3. Re:Yes and no... by Anonymous Coward · · Score: 0

      Also one shouldn't forget that unlike MS and Sony, Nintendo is trying to make a profit with it's consoles

    4. Re:Yes and no... by Narishma · · Score: 1

      The CPU is triple core evolution of what's in the Wii and it's definitely not POWER7 contrary to some rumours and vague misleading PR from IBM that they have retracted later.

      --
      Mada mada dane.
    5. Re:Yes and no... by thetoadwarrior · · Score: 1
      http://arstechnica.com/gaming/2012/09/wii-u-developer-reports-struggles-with-slow-cpu/

      The Wii U makes use of an AMD 7 series GPU with 32MB of embedded eDRAM

    6. Re:Yes and no... by hairyfeet · · Score: 1

      Sorry I didn't think to bookmark it but the last spec I saw had the GPU right around the HD4650 as far as performance, so its better than the other consoles but certainly behind compared to the PC. Makes sense though when you think how long it takes to go from the drawing board to shelves as the HD4650 was pretty respectable 3 years ago when they would have started designing.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:Yes and no... by Anonymous Coward · · Score: 0

      I'd be really disappointed if it wasn't a 6xxx deriv, given that they've been out for at least a year or two now and if you go look at board designs, at least the 6450 and 68xx series are drop-in replacements for OEM boards (Reason the 6870s are available as 6x Mini-DP but the 6950/70 aren't.)

    8. Re:Yes and no... by MakyoDetector · · Score: 1

      Somewhat misleading. While the CPU power of the Wii U most certainly lies in the realm of what you see in the 360 (rumor is it's basically a 3 core, overclocked Wii processor), the video power is a decent step up. We're talking about a semi modern GPU that supports all sorts of bells and whistles none of the last gen consoles did. The Wii U will most certainly be left in the dust by the PS4/720, but the beautiful thing about it is that it should probably be able to play next gen multi-platform ports in 720p.

      It won't. The GPU might just cut it but it has an incredibly wimpy CPU, not even on par with X360.

      It's the other way around, I'm afraid. The Wii U will receive X360/PS3 ports at 1080p and when those two become irrelevant it will be effectively abandoned by 3rd party developers.

      --
      Just this infinitely recurring zero floats into view.
    9. Re:Yes and no... by gman003 · · Score: 1

      Good source there, but I have to take that one more skeptically than I normally would take an Ars article - it claims the Wii U has 1GB of memory, which has been demonstrated to be wrong by early teardowns that count 2GB. I'm definitely not going to discount it completely - it's got an actual source who's working with the hardware, after all - but it might not be completely true, based off early prototype hardware or something, maybe.

    10. Re:Yes and no... by NothingMore · · Score: 2

      The WII U has 2GB of memory but only 1GB available to games (1GB is reserved for the system).

    11. Re:Yes and no... by gman003 · · Score: 1

      Ah, that might explain things.

      Although that only raises further questions, like "what the hell is the system doing to require a full gig of memory?"

    12. Re:Yes and no... by phantomfive · · Score: 1

      I'll also note that, if the rumors are right, it basically confirms my "half-generation" hypothesis, that Nintendo is deliberately designing their consoles to be half a generation behind Microsoft/Sony, so they get lower hardware costs, better thermal bounds, and can just follow the architecture of the "winning" console instead of risking a less established architecture, but are still "close enough" to the current-gen

      Nintendo tried to go 'cutting edge' with the N64 and the Gamecube. That didn't work out so well, for whatever reason, so they aimed for 'fun' instead.

      --
      "First they came for the slanderers and i said nothing."
    13. Re:Yes and no... by Doctor_Jest · · Score: 1

      I don't think there's anything wrong with Nintendo's approach. I'm disappointed that the media convergence is such a focus for the other two console makers... I'm too old to care about most of the "media center" capabilities of my consoles... I just want to play games. :) I do realize the Wii U will start down that path with some additional features involving movies and music, if I'm remembering the press releases I mean... but still, Nintendo has a good feel for gaming first, other stuff optional.

      --
      It's the Stay-Puft Marshmallow Man.
    14. Re:Yes and no... by cheater512 · · Score: 1

      I believe the GPU and CPU share the memory. The GPU doesn't have its own separate memory.

    15. Re:Yes and no... by cheater512 · · Score: 1

      Yep just like the 730mhz wimpy processor in the Wii made it a commercial failure.

      Oh wait...it didn't. It was more successful than either of the competitors.

    16. Re:Yes and no... by aliquis · · Score: 1

      So is it slow video ram or fast system ram?

      I assume the former in that case? Has it been shown whatever they was the same (kind) RAM chips or different ones?

      Hopefully it's 1 GB video ram and 1 GB system ram which would be totally ok.

      2 GB of ram for everything of which the GPU reserves 1 GB of ram seem quite a bit worse.

    17. Re:Yes and no... by aliquis · · Score: 1

      Bought movies and music suck anyway if you can't have the same content on all devices.

      Why would you buy movies on your WiiU if your tablet is an iPad and your phone runs Android and your laptop Windows 8?

      No need to have that functionality. Others can give it.

      Being able to watch YouTube is fine though.

    18. Re:Yes and no... by CAIMLAS · · Score: 1

      Last generation consoles? You mean the XBox and Playstation 2?

      Last I checked, there aren't xb720 or Playstation 4 consoles on the shelves this year for Christmas. The purse strings will loosen for the WiiU this year, or possibly for the steeply discounted Wii, at Christmas time. For many families, the Wii will be the only console attached to their TVs for some time.

      They'll be hurting on console sales next year (or whenever their competition releases a new console) but that doesn't matter. They'll already be in people's homes selling games at profit, having already made up their initial investment in tooling, etc. That gives them a lot more room to move should they want to offer some stiff competition to the other consoles a year or two from now.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    19. Re:Yes and no... by aliquis · · Score: 1

      TFA says (2GB in total of) K4W4G16446B-HC12 1066 MHz gDDR3.

    20. Re:Yes and no... by maztuhblastah · · Score: 1

      We do know that it's a POWER-based CPU, almost definitely POWER7, but it could be single-core for all we know (although the rumors seem to have settled on quad-core, with some level of SMT, with a clock speed in the 3GHz range).

      There's no way that IBM is shipping a high-end POWER7 CPU in a consumer console. Not unless the Wii U comes with pre-approval for a new line of credit...

      My money's on a high-end PowerPC variant. Maybe it takes some "inspiration" from POWER7, but that's about all I'd be willing to bet on.

    21. Re:Yes and no... by JonySuede · · Score: 1

      every game encryption key is xor with an game specific OTP, they need that gig to hold the pad :P

      --
      Jehovah be praised, Oracle was not selected
  9. Re: IMB cpu by Anonymous Coward · · Score: 2, Insightful

    Well, I should fucking hope so. The XBOX 360 is seven years old.

  10. Never forget by MrEricSir · · Score: 0

    The Virtual Boy was cutting edge in terms of how hard it failed.

    --
    There's no -1 for "I don't get it."
    1. Re:Never forget by iamnobody2 · · Score: 1

      the Virtual Boy did fail hard, but i always thought it was a uniquely fun system. not refuting your point, i just hate seeing the derision heaped upon the Virtual Boy, it doesn't deserve all that.

      --
      nobody's perfect
  11. Re: IMB cpu by Anonymous Coward · · Score: 1

    Calm down, it's a console, that's all.

  12. It's the games, stupid. by Anonymous Coward · · Score: 1

    When you get right down to it: why does the CPU and GPU grunt under the hood matter? Only so they can power the graphics, physics, and AI effects of the games. Come up with a game that's fun to play, and people won't care how powerful the console is, as long as that game will run. We're seeing this play out in a major way on the iPhone and iPad.

    And there's a downside too. The more grunt the system has, the harder it becomes to make effective use of that grunt. The PS3, so powerful with its SPUs, is a right royal pain to code for; the Xbox 360, with three more traditional (albeit in-order) CPU cores, is much easier to cope with, so the net effect - especially early on - was that there wasn't much to choose between them, game wise. (The gap might be widening a little, now that coders are more used to the PS3 design, but I'd be surprised.)

    So I don't see anything inherently wrong with Nintendo building a system that's "obsolete" technology wise, as long as they focus on bringing games that are fun to play to the party.

    We'll see how this plays out when Sony and Microsoft bring out their next consoles. I doubt they're in any particular hurry, though; developing a high end system is expensive, and they may want to milk their existing franchise for a year or two longer.

    1. Re:It's the games, stupid. by godrik · · Score: 1

      Well, somewhat the performance of the system does matter. Many game never got ported to the Wii from the xbox360 or the ps3 because the wii did not have enough power to support the game without a significant redesign of the engine and arts.

    2. Re:It's the games, stupid. by im_thatoneguy · · Score: 3, Interesting

      The more grunt the system has, the harder it becomes to make effective use of that grunt.

      It's ridiculously easy to make effective use of that grunt. It's trivial to bring a modern octocore 4 GPU SLI machine to its knees. The PS3 was hard to program for because it was a weird and non-standard hardware model that had poor development tools.

      When you get right down to it: why does the CPU and GPU grunt under the hood matter? Only so they can power the graphics, physics, and AI effects of the games. Come up with a game that's fun to play, and people won't care how powerful the console is, as long as that game will run. We're seeing this play out in a major way on the iPhone and iPad.

      Because graphics, physics and AI all make the game fun. How many game reviews have you heard complain about "stupid enemies".

      The reason we had "monsters in corridors" games for so long was because that's all that we could render well. If you have more "grunt" at your disposal you can start creating more immersive and expansive worlds. Imagine Red Dead Redemption if you couldn't leave the canyon because nothing could render the rest of the world? Hardware enables new game-play capabilities.

      There are certainly more gaming opportunities with 2D and other lightweight rendering technology but I remember being completely and utterly blown away by Zelda Ocarina of Time due to the leap into a 3D world with characters I could *see* and interact with.

      As to the rise of tablets and cell phones... the GPUs and CPUs in a latest generation cell phone or tablet is nearly on par with an Xbox 360 if you are willing to sacrifice resolution. The latest PowerVR chipsets even support DX11.

    3. Re:It's the games, stupid. by Anonymous Coward · · Score: 0

      What's left is still good enough. I don't need super complicated games that I would suck at. I can barely handle Zelda. I can get to the Special Worlds in Mario games, but I can't finish them. It plays Nintendo exclusives, that's all that matters.

    4. Re:It's the games, stupid. by AvitarX · · Score: 1

      It's true, people (myself included) loved Angry Birds, and didn't complain about the graphics.

      Also, when I played Oblivion it felt very much the same to me as Arena (though I did not go back and play Arena and check, it was simply the first game I played since Arena that felt as open and free (I don't play too many games, I assume at least Daggerfall and Morrowind were similar).

      But a game is not just pure gameplay, it's gameplay and sound at lest (I will actually use Angry Birds as an example of almost perfect sound, and even if the NES could render with enough detail to get meaningful differentiation of the materials, have as many pieces in a level, and do the physics as well (I doubt that any of these are true), the sound itself adds to the game.

      An open world game would be pretty bad without enough storage, and processing power was required to make a FPS, an entire genre of gameplay (you could argue that once 2.5d was functional gameplay didn't change, but I would think that's wrong.

      Yes, people will play for fun gameplay and relatively simple graphics, but to pretend that the power of a system doesn't augment everything involved is silly. There are many reasons there's more gamers now than a decade ago, and one (not the largest, but one) is that the processing power made games more awesome, and people picked it up as a hobby in their adult life.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    5. Re:It's the games, stupid. by mjwx · · Score: 1

      The more grunt the system has, the harder it becomes to make effective use of that grunt.

      It's ridiculously easy to make effective use of that grunt. It's trivial to bring a modern octocore 4 GPU SLI machine to its knees. The PS3 was hard to program for because it was a weird and non-standard hardware model that had poor development tools.

      You keep using that word, it does not mean what you think it means.

      I have a 2L K20 engine in my car. It's a manual so I can do 90 KPH in 2nd gear (redline), whilst this works perfectly well it's not an effective use of a 2L K20 as it puts my fuel economy somewhere north of 30 L/100 KM. An effective use of my cars engine would be to drive at 90 KPH in 6th gear which works just as well but puts my fuel economy around 8.5 L/100 KM.

      By the same token, if a program brings a modern 4 GPU machine to it's knees, it's almost always because the application was poorly coded. I have games from the 90's that can bring down my high end gaming box, not because they are GPU or CPU intensive but because they have so many bugs and memory leaks that they will slow down any system if running long enough.

      The reason we had "monsters in corridors" games for so long was because that's all that we could render well.

      Quiet you.

      Now to the wayback machine, we need to go to the 90's to remember games like Outcast, System Shock, Operation Flashpoint and even something like Mean Streets which had huge, expansive open worlds (and sometimes we didn't even get maps).

      What happened is the Xbox and Playstation. Developers took huge open worlds and were forced to cut them up due to the deficiencies and memory limitations of these consoles. There was no reason for KOTOR on PC to be cut up into such small segments... But the Xbox could never have handled such large maps. Deus Ex and Deus Ex Invisible War is the classic example. The Liberty Island level in DX was one level but DX was PC exclusive, they had to cut it into 3 in DX:IW to make it work on the Xbox.

      Games that stayed PC Exclusive like S.T.A.L.K.E.R. maintained huge, expansive levels. Operation Flashpoint had 20 square KM of map without loading screens, I believe ARMA had larger maps. Why? they weren't limited by the hardware which to be 100% fair, ARMA and OpFlash required very grunty PC's. ARMA III might be the one game that makes me upgrade my 3 year old gaming boxen that can still handle any game I throw at it.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    6. Re:It's the games, stupid. by theArtificial · · Score: 0

      ARMA III might be the one game that makes me upgrade my 3 year old gaming boxen that can still handle any game I throw at it.

      As in you have gaming 3 boxes? Is this your take on SLI? I don't always computer, but when I do, I always do!

      --
      Man blir trött av att gå och göra ingenting.
    7. Re:It's the games, stupid. by Anonymous Coward · · Score: 0

      Go back a little more to the days of Doom and Duke Nukem 3D and you'd see big walls across the level (it was really blatant in one of the early levels of Duke 3D) because they cut the rendering requirements drastically. One of the challenges of moving to Quake (and similar engines) is that level designers had to learn an entirely new way of doing things because that big wall didn't reduce rendering requirements any more.

  13. The CPU on the game cube was special. by Anonymous Coward · · Score: 2, Interesting

    It allowed for Waverace to run a circular wave model for the entire course at once. Gauging consoles against the PC model that Xbox introduced is fallacy.

    1. Re:The CPU on the game cube was special. by epyT-R · · Score: 1

      what? that's not 'special'. Just because it could do that doesn't mean the system was cutting edge. It was not.

  14. All the complexity is inside the IC by Animats · · Score: 1

    Well, what do you expect with a system-on-a-chip? A modern high-volume consumer product should have one IC. That's the whole point of SOIC. It's a bit hard for phones, because they have all those radios that need some isolation, but a modern game console ought to have a very low parts count. Makes assembly very cheap, too.

    1. Re:All the complexity is inside the IC by Anonymous Coward · · Score: 0

      Apparently these reviewers would be more impressed by a PC/XT motherboard.

      You're right, the best conceivable game console would have one IC and some power parts.

  15. Re: IMB cpu by saihung · · Score: 0

    Yup. 3 GHz quad-core POWER7, and every individual core in that architecture supports 4 threads. It's a beast of a CPU for a little game console.

  16. BACK IN MAH DAY! by Anonymous Coward · · Score: 0

    When I was in elementary school I heard about the original xbox. My friend said, "I'm not getting that, it'll overheat and burn my house down." Now there's a portable device smaller than a gamegear that's even faster than the sucessor to that xbox beast. What a world!

  17. Re: IMB cpu by fuzzyfuzzyfungus · · Score: 1

    Wii U has a fucking POWER7 with 4 cores, the cpu alone is more powerful that the xbox 360

    I have no doubt that nothing was cut from the version of the POWER7 that ships in $5k+ servers in the process of designing a $300 console...

  18. That's what I would do by tsotha · · Score: 1

    I'm not sure they really had a choice. Nintendo can't afford to subsidize the hardware for the next five years before it can turn a profit, so this allows them to be price competitive without going bankrupt.

    1. Re:That's what I would do by thetoadwarrior · · Score: 1

      No one can afford it which is why Nintendo is the only old company to have survived. That's why Microsoft forces you to have gold to do anything above taking a shit and Sony would be in trouble if the PS3 had tanked because the rest of their business isn't exactly doing well.

    2. Re:That's what I would do by tsotha · · Score: 1

      Microsoft can afford it, and I'd be surprised if they didn't do exactly that on the next generation. They can force Sony to do the same, and Sony has less money.

  19. Being able to buy a unit at list price by Anonymous Coward · · Score: 1

    in time for Christmas w/o having to wait in line overnight or visiting every Best Buy, Wal-Mart, GameStop, and Toys R Us in the county would be a nice feature too.

    1. Re:Being able to buy a unit at list price by eharvill · · Score: 1

      I picked one up this morning at list price without having to wait in line or run all over the county. A 5 minute visit to my local GameStop a few weeks ago to put my name on the waiting list was all I had to do.

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    2. Re:Being able to buy a unit at list price by Anonymous Coward · · Score: 0

      Yeah I meant I'm hoping the new Wii will have that "feature" this year, unlike past generations of Big 3 consoles.

  20. Nice editting... by Anonymous Coward · · Score: 0

    and streaming video the the gamepad.

  21. Re:Yes and no.NOT POWER7 DUMB ASS! by Anonymous Coward · · Score: 0

    IBM's POWER7+ is currently the highest performing processor on the market. INTEL's just announced poulson Itanium processor which sell for $2000- 3000 dollars doesn't even surpass the performance of POWER7.

  22. wii-urine by Anonymous Coward · · Score: 0

    the wii-u already looks lame and once the ps4/xbox720 is out it will look 2 generations behind, just like the original wii...
    also the wii was a massive commercial failure for 3rd party publishers and so will the wii-u be if it's just going to be ports of ps3/xbox360 games, and the Unreal4 engine also won't be to run on the wii-u (because it's a piece of crap compared to the PC/Next-Gen...)

  23. Re: IMB cpu by Narishma · · Score: 1

    Incorrect. It's neither a quad core nor POWER7. It's basically a triple core version of what's in the Wii but clocked higher. Some developers have said that it's weaker than the Xbox 360 and PS3 in terms of CPU.

    http://hothardware.com/News/IBM-Confirms-WII-U-Utilizes-PowerBased-CPU-Not-Power-7/

    --
    Mada mada dane.
  24. The PC is open by tepples · · Score: 1

    Couldn't you just use a small-form-factor PC if you want homebrew games and a media player?

    1. Re:The PC is open by drinkypoo · · Score: 1

      I like to converge devices. Anyway, I have a PC now.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  25. VNC on Android by tepples · · Score: 2

    Just as lots of homebrew coolness has come out of the Wii controller, it'd be interesting to find out if something similar can be done for the Wii U controller.

    The Wii Remote was special because it was a relatively cheap accelerometer wand. But I just don't really see the unique selling point of the Wii U GamePad over an Android tablet, especially once this Archos product that combines an Android tablet with traditional gaming buttons comes out.

    Maybe even implement a PC display driver so people could use it as a cheap extra screen for their home computer.

    If you just want to show PC graphics on a tablet, I seem to remember VNC clients being available for Android tablets.

  26. And the publisher by tepples · · Score: 1

    Come up with a game that's fun to play, and people won't care how powerful the console is, as long as that game will run.

    Just "a game that's fun to play" will get you nowhere. You also need an established publisher in order to get the game out of the PC ghetto.

    1. Re:And the publisher by Anonymous Coward · · Score: 0

      It's true. Just look how badly Minecraft did on the PC without an established publisher.

      Man, if only that game had gotten off the ground.

  27. Re: IMB cpu by dbIII · · Score: 1

    Och! Time for a Wi cluster in the server room laddie!

  28. Is it really a 'cheap' system to produce? by Anonymous Coward · · Score: 0

    Guys I'm reading a lot of comments about how the slow processor means the Wii U is 'cheap' for nintendo to produce, sell, and therefore profit on.

    But I remember reading that they are actually taking a loss right now on each system sold.

    Keep in mind that the controller is basically a tablet -- which is rather expensive to produce and include in this system. It's kind of an interesting trade off that they decided to make.

    1. Re:Is it really a 'cheap' system to produce? by cheater512 · · Score: 1

      Its a tablet without a brain. It is a fancy remote control which makes it somewhat cheaper.

      They made a profit on day one with the Wii. This should be similar.
      Its certainly nothing like the Xbox or PS where every device loses the company hundreds of dollars each time.

  29. Meh by Anonymous Coward · · Score: 0

    Devs should learn optimizing again, instead of constantly whining about needing more performance.

  30. Re:Yes and no.NOT POWER7 DUMB ASS! by gman003 · · Score: 2

    It could very well be a POWER7-based design. Key word "based". Nobody (well, nobody with two brain cells) is saying they put a full POWER7 chip in the console.

    But here's what they could have done:

    Take a stock POWER7 chip. Strip it down to 4 cores - or maybe down to triple- or dual-core. Strip out some of the more redundant execution units (decimal float? four floating-point units?). Cut down on the massive cache. Cut out all the multi-socket stuff, the ECC support, trim down the memory controller to what a console needs, and lower the clock speed to keep the heat down.

    That probably just cut your performance to under a quarter of a full POWER7, but it probably cut your costs down even more, to something that could actually fit in a console.

  31. "simplistic" by Onymous+Coward · · Score: 1

    sim plis tic
    adjective
    characterized by extreme simplism; oversimplified: a simplistic notion of good and bad.

    It does not mean "very simple".

    1. Re:"simplistic" by Anonymous Coward · · Score: 0

      very simple to a fault

    2. Re:"simplistic" by Anonymous Coward · · Score: 0

      Yes, a simple design is actually a very good thing, it means that developers get something they can easily build on top of. Since they are likely familiar with PCs, having, essentially, a PC of a given configuration under the WiiU seems like a very good direction.

  32. we need better games not more graphics by Vince6791 · · Score: 0

    The wii u is pretty damn powerful if you compare it to the ps3 and 360. What nintendo needs is to bring back the old 1980's, 1990's, games but as remakes with updated graphics and more levels. Rush n attack and bionic commando remakes for the ps3 and 360 were damn good. I would like to see games like castlevania, megaman, super mario allstars, wonderboy in monsterland, shinobi, alex in miracle world, ghouls n ghosts, golden ax, etc.... remakes in 2d and 3d. But, castlevania definitely in 2d since it's 3d counterparts failed miserably.

    We need quality games not more games trying to push the graphics boundaries. nes vs turbographics, the turbo which had better graphics failed because the lack of games and that they were just weird and not fun compared to the nes. Atari Jaguar, 3do both sucked even if they were top notched systems in those days. We need better games.

    1. Re:we need better games not more graphics by TheSkepticalOptimist · · Score: 1

      In every generation, some retard makes this statement...

      --
      I haven't thought of anything clever to put here, but then again most of you haven't either.
  33. Thanks so much! by Anonymous Coward · · Score: 0

    Here I was thinking of buying a Wii U because the Wii's games were relatively enjoyable and great to fuck around with at parties. But now since it's not likely going to process the most instructions per second out of the new consoles, I don't think I'll be buying one. What would it say about me as a human being if it did?

    Oh right, I'd be a twat.

    1. Re:Thanks so much! by Anonymous Coward · · Score: 0

      Or rather, wouldn't. ;)

  34. Re:Yes and no.NOT POWER7 DUMB ASS! Oh! by Anonymous Coward · · Score: 0

    So what your saying is that it's a PowerPC 64-bit processor. The same as saying PS3 uses a 64-bit PowerPC processor, and the Xbox360 also uses a PowerPC 64-bit processor. POWER7 uses 64-bit POWER CORES! Feature present in the 64-POWER cores may not be present in PowerPC 64-bit cores, yet 64-bit POWER CORE have all the functionality of PowerPC 64-bit cores.

  35. Funny Hypothesis but It's backwards by medv4380 · · Score: 1

    Nintendo is keeping the same game development track they always have. When the option came to going with CDs they opted for another Generation of Carts. MS and Sony decided to do a Chinese Great Leap Forward with the PS3 and 360 and Nintendo stated very clearly that it would increase development cost too quickly. All Sony and MS did with the added cost was make it so they have a System that they have to leave out in the market for 8 to 10 years instead of replacing in 5 years. From the Business stand point Nintendo is, and has been, making the better choices on that side of things. It's better to be in the black in the short term then in the Red and hope that you get into the black in the long term.

  36. 2 gigs of ram by JimboFBX · · Score: 0

    Has half as much ram as my work laptop and twice as much as my cell phone. Since a lot of games already reach 2 gigs easily this again will be the wii u downfall when it comes to porting games across consoles.

    1. Re:2 gigs of ram by antdah · · Score: 1

      Spoken like a true PC gamer. Keep in mind that the Xbox 360 has *only* 512 MiB RAM and yet performs well. How much RAM did your laptop have at the launch of the Xbox 360 back in November 2005? Probably more than 512 MiB.

  37. The CPU by Anonymous Coward · · Score: 0

    To all who think the CPU is a POWER7.
    No it's not because even the lowest Power7 CPU with 4cores has a die that is similar to a hand palm in terms of size, also it consumes power ABOVE the 100 watts( Wii U 75Watts AT PEAK). It isn't very clear if it's a 3core broadway or something different. Some things like the reports of AI problems indicate the broadway but on the other side it's unlikely Nintendo will use a processor that is about 12 years old. Also They have acces to Wii hardware and Wii SDK, so they have everything they need for an full compatible Wii emulator. Besides something that says it's not using an Wii CPU is the quote: "compatible to ALMOST all Wii games, the term almost is only seen on emulators.The CPU is not very challenged since a lot of work gets taken away by the DSP and the ARM OS CPU, yes it's an own ARM CPU for the OS, if you don't believe me then look a the of speed of the system.

  38. Can you imagine... by Anonymous Coward · · Score: 0

    A Beowulf Cluster of these? It's like a Super Mushroom for your processing needs!

  39. Apples and oranges by uvajed_ekil · · Score: 1

    Even though this system is five years newer, many analysts estimate the processing power of Nintendo's Wii U to be just ahead of what you have in the Xbox 360 today.

    That may be so, but the style of play and the games themselves are still much more appealing to certain people, generally those who are considered casual gamers. The Wii hardware was a joke compared to that of the PS3 or XBOX 360, but the games were interesting and involving for folks who didn't want to spend hours upon hours leveling-up and shooting people, and Nintendo had Mario, Zelda, etc. It isn't all about processing power, which is why the Wii was able to sell so well despite lacking in capabilities. Expect the Wii U to be hard to find in the USA by Christmas time, since it is reasonably priced, adds significant functionality (1080p, innovative controllers), has no new competitors, and is launching with a number of pretty decent looking games.

    --
    This is a hacked account, for which the owner can not be held responsible.
  40. well uh huh by Anonymous Coward · · Score: 0

    I guess when you have better programmers/designers etc. ... You can do 5 years better on the same equipment. Kinda like them ... well ... dem cars and such

  41. Best engineering by chthon · · Score: 1

    The KISS principle is the best engineering principle

  42. Re: IMB cpu by CAIMLAS · · Score: 1

    I'd love to get ahold of one of those. If indeed it's what you say it is (source?), that's one hell of a computer. I wonder how long until someone's ported linux to it...

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  43. Wii U CPU by unixisc · · Score: 1

    So they've not moved from POWER to x64 - they're just using the (ATI) GPU, and that's the part that is AMD. So looks like the game makers are probably happy w/ POWER, and it would probably remain their CPU of choice. Nothing in it for ARM either - looks like they'll either go w/ POWER, or MIPS.

  44. It's the game, stupid, not the pictures. by Anonymous Coward · · Score: 0

    We have barely scratched the surface of gameplay and design possible with simple 2D graphics, and you think we really need to give a shit about the poly-porn pushed at us by greasy publishers like EA and Bethesda who couldn't create a bug-free, engaging -- let alone thoughtful! -- game if their flashy marketing department's lives depended on it? Tell me how much enjoyment all the "grunt" added to the latest Madden gave you over the previous installment. Yeahhhhh, that's some real evolution in game design and gameplay, there! The Final Fantasies which have about 2 total hours of actual game in them between cutscenes... All the graphics really made them better GAMES rather than MOVIES, huh?

  45. +1 Insightful. by zooblethorpe · · Score: 1

    ... the Nintendo model is to achieve the highest fun/$ ratio and to provide entertainment.

    I think you hit the nail on the head here. Absolutely.

    It sure looked to me like Sony and Microsoft were busy off in a pissing match about which system had better graphics. Meanwhile, Nintendo was busy making thingsfun.

    I've watched friends play some of the most successful FPS games, and frankly the game play is monotonous and boring. They sit intent with their thumbs flying and not much else going on, largely isolated. If they're communicating it's with mostly unknowns on a headset (yes there have been a few WoW marriages, I know). The "Level too easy? Make everything darker" design mocks the past generations' attention to level complexity. They hire big-name actors to attach videos to the game when the story lines make Sierra games look like Hamlet. I really don't get this, since a well-constructed game ought to have quite a market advantage.

    Conversely, I've watched other friends play, say, Wi Bowling, and they were legitimately having a fun time. The game was kind of stupid, but it was an enabler of social interaction, not a substitute for it. This becomes a much richer experience because the game is just a focal point, not the entirety of the experience. Not entirely unlike a dart-board in tavern in that way.

    Mario Kart Wii, for instance, might be kinda simple, but it's an absolute blast to play with a bunch of friends and a few beers. And my wife and I have had a lot of fun playing co-op Donkey Kong Country Returns. And we've had good laughs watching neighbors and nephews and nieces playing Super Mario Wii, at one moment cooperatively where they help each other through hard parts, in the next moment competitively where they pick each other up and throw each other into lava pits. But we're all in the same room -- instead of spread out across the interwebs, communicating only via headsets, we're jostling each other as we round difficult corners, whomping each other with sofa cushions to distract attention as Bowser attacks. The social element is just a lot stronger with Nintendo games than pretty much any other I've played, and at least part of that is thanks to the console design.

    Cheers,

    --
    "What in the name of Fats Waller is that?"
    "A four-foot prune."
  46. Genres traditionally associated with PCs by tepples · · Score: 1

    Just look how badly Minecraft did on the PC without an established publisher.

    You make a good point. Please allow me to amend my statement:

    Just "a game that's fun to play" will get you nowhere. If your game isn't in one of the genres traditionally associated with PCs, you also need an established publisher.

  47. Anandtech shows what's under the heat spreader by Anonymous Coward · · Score: 0

    There's an interesting detail. Under the heat spreader is a small third chip. Next to the CPU and GPU is a small chip which they think is an additional cache.

    Here's the article.

    http://www.anandtech.com/show/6465/nintendo-wii-u-teardown

  48. Software will make or break Wii U by Anonymous Coward · · Score: 0

    The challenges for the N is trying to get publishers who actually have some descent range of games for their console. Will it be typical rebadged same old franchise games with new angles of playing, or will be something more. I've never been impressed by Wii's line up of games.

  49. nintendo way by Anonymous Coward · · Score: 0

    that's the nintendo way /tandlæge sverige malmø

  50. DesignersX by Anonymous Coward · · Score: 0

    For more information visit here http://designersx.com/nintendoswiiufirstimpressions/

  51. Re:Yes and no.NOT POWER7 DUMB ASS! by chrysrobyn · · Score: 1

    The claim is that it uses the same technology as the Power7 chip. It could very well be an overclocked triple core Wii chip made in 45nm SOI with eDRAM. Hint hint.