Wii U to run on Nuclear Power and Prevent Global Poverty
I've just heard from an inside source (a developer from a company responsible for multi-platform releases) that Nintendo are seriously upping the ante on the Wii U. Beset by claims that it's not going to be powerful enough the big N have decided to go NUKULAR! Thus far early clips of NUKULAR Mario Kart, NUKULAR Mario and NUKULAR FOX have all been seen by various insiders. Rumours all indicate that NUKEMON! is also in early development.
Stay tuned for more WORLD SMASHING GLOBAL HYPER NEWS/RUMOURAGE about the Wii U.
Source - Lots of really credible developers who are 100% telling the truth. No fibs guaranteed. Not even a fingers crossed rumour or anything.
http://pastebin.com/XYaRLhWf
First off, this board is far too educated to presume that developing a console GPU is like shopping at Newegg. Or even determining current component prices, if it was AMD/ATI, Genyo Takeda (IR&D) would not have spent 2yrs.+ in the development process on the Wii U's graphics processor. I realize we are attempting to establish a power as well as an architectural baseline, but this will be an amalgamation of processor capabilities that will yield a very custom proprietary chip. Somewhat defying the current DX metric. (to a degree of course)
What I mean when I say that is this, we cannot assume because it's based off of, or similar to gpu architecture "X," that it is incapable of "Y." Y equaling effects such as tessellation, IBL, real-time GI, deferred rendering, etc. There are certain visual aspects, such as lighting, that are very important to Nintendo. I have heard that, much like the Flipper, Nintendo has incorporated at least partially a portion of the same design philosophies into the Wii U chipset. Features that “automagically” appear during shader code implementation. A post from my early days regarding the GC’s architecture on B3D:
"However, as mentioned above, a couple of features where added in automagically already, like self-shadowing and tinting for example."
"Per-object self-shadowing can be realized quite nicely on the Nintendo Gamecube. The benefit of doing self-shadowing on a per object basis is that one does not need to be concerned so much with precision."
"One should note that during the shader build many features are activated dynamically. For instance, if an object should get tinted a color multiplication is added to the final output color whatever shader was setup before."
"The results of global lighting can be computed in three different ways: per vertex, per pixel using emboss mapping, and per pixel using bump mapping. All three of these methods come in two variants one with self-shadowing and one without."--Florian Sauer & Sigmund Vik http://www.gamasutra.com/features/20.../sauer_pfv.htm
Also 8 light values came at a very negligible performance cost, because Flipper computed light values in parallel to UV generation. It’s these types of “hardwired” like effects Nintendo I believe has carried over to make modern shader effects with a subset of fixed feature functionality . I’m simply providing examples as I do not know to what extent overall it is, or can be incorporated. (esp. with the gpu being of a modern design) I was told that lighting behaved in this manner, & that lighting was a point of emphasis. As always with a secondhand source, you must always be cautious not to take it as gospel. (though I trust this source, Nintendo's NDAs are the most binding)
Nintendo did make certain alterations to their gpu based upon various 3rd party input, a first. Usually, they tend to develop their gpus & platforms with just simply ATI/Nintendo engineering, consultation, & guidance. Designed around their evolving software strengths, & "the natural flow of the industry."-Genyo Takeda Yes, I am referring to all those benchmark tests Nintendo ran on 3rd party engines for optimization on Wii U hardware.
But make no mistake, Nintendo's footprint is definitely here. You will see a marked performance difference in their proprietary engines, as well as close 3rd parties, & exclusive titles. (UbiSoft, Capcom, etc.) Also, ARM may also be providing their DSP component solution. The nameless devs that are claiming inferiority to the current generation of consoles are either inept, or working with middleware that is still yet unoptimized for the differing Wii U architecture.
http://forum.beyond3d.com/showpost.php?p=1634440&postcount=833
Da sieht man mal wieder, dass man auf anonyme Entwickleraussagen nix gegen kann und auch dieselbe "on par" Aussage bei der WiiU Grütze war. Denn mit den Specs wäre die PS4 zwar nicht so stark wie vom Nextgensprung erhofft, aber immernoch um mehrere Male stärker als die CurrentGen, also garantiert nicht nur "on par". Das heißt wenn irgendein Bobentwickler da nur Currentgen Grafik rausholt, ist er einfach nur unfähig oder hat eine nicht optimierte Engine, wie eben auch bei der WiiU.Orbis specs get detailed
Sources are now spilling the beans on exactly what we can expect from Orbis, or the PlayStation 4, when it is arrives. For the most part it is about what we already knew, with no real surprises; and it looks to be a very smart decision for AMD.
If the tech specs are correct, the latest info has the PS4 showing the unit being built from what amounts to off-the-self parts. The unit will use the AMD A8-3850 APU and Radeon 7670 GPU. The AP-3850 APU is said to clock in at 2.9GHz and it will be a quad core chip, while the HD 7670 which will offer 1GB of RAM and while we have heard rumors of a projected clock speed, we would wait till we are closer to release before we predict what this will actually be.
As we told you previously, this selection does take back from the PC side, but there still a lot more questions than answers. Our contacts in the development community seem divided on what the box can actually deliver in terms of performance. According to one developer, “…we really don’t know how well the unit can perform, but so far it has been on par with the current generation.”
http://www.fudzilla.com/home/item/26662-orbis-specs-get-detailed
Klassisches Crossfire ist es ja nicht. Gibt aber schon länger Gerüchte das AMD an einem System arbeitet das ihre APUs zusammen mit GPUs arbeiten können und nicht abgeschaltet werden sobald eine dedizierte GPU eingebaut ist. Wobei natürlich die Frage ist wie weit AMD damit ist.Laut den Gerüchten soll es ja irgendwie kein Crossfire sein.
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Jo Max Payne 3 kommt. Und weiter? Was hat ein Multispiel mit Nintendo vs. Microsoft vs. Sony zu tun? Wenn du über das Spiel philosophieren willst kannst du ja gerne nen Thread aufmachen ^^
Valve baut wohl doch keine Konsole, sie haben angekündigt einen tragbaren Computer zu basteln, wobei man das Display dann quasi wie eine Brille trägt:
http://www.mcvuk.com/news/read/valve-is-making-hardware-but-it-s-not-a-console/094477