‘Wii U Specs Fit Perfectly Together, GPU Several Generations Ahead of Current Gen’


Nano-Assault-Neo1

 

When I reached out to Shin’en Multimedia, to interview them, I wanted to gain a better understanding of how they go about putting  such a great looking game such as Nano Assault Neo on the Wii U, to find out more about the Wii U’s inner workings, and how it ‘Punches above its weight’. Thanks to Manfred Linzner and the Shin’en team, I do understand a bit better. But wow, am I impressed with how hard working and humble they are. But I know, I know. You want to hear about the capability. Here is the first interesting tidbit. There is much more to come from this interview!

Iran White: Are there any crucial modern GPU features that the Wii U is lacking?

Linzner:

“The Wii U GPU is several generations ahead of the current gen. It allows many things that were not possible on consoles before. If you develop for Wii U you have to take advantage of these possibilities, otherwise your performance is of course limited. Also your engine layout needs to be different. You need to take advantage of the large shared memory of the Wii U, the huge and very fast EDRAM section and the big CPU caches in the cores. Especially the workings of the CPU caches are very important to master. Otherwise you can lose a magnitude of power for cache relevant parts of your code. In the end the Wii U specs fit perfectly together and make a very efficient console when used right.”

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Mastery of the CPU caches is especially important.

More from Shin’en and this interview soon!

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