The damn thing is that the reverse is true as well. If a system has particular qualities/weaknesses that are difficult to fully exploit/avoid in ported applications, then these cross platform applications aren't a good measure of the capabilities of the system.As I've said many times before you simply can't use exclusive titles to compare hardware, what are you comparing it too?
Who's to say Naughty Dog couldn't have built a better looking Uncharted on 360?
Or Halo4 couldn't have been better on PS3?
Example underexploited strength: Cell SPU programming
Example difficult to side-step weakness: Lack of CPU SIMD units.
If you're doing PS3 exclusives you can go berserk with SPE coding/piping/whatnot that just isn't transferable to any other platform and a wasted effort, or added problem even, if you are going to port your game.
Or if you are making a game for a console without SIMD units, you simply design your game from that base.
This is sensible, but limited in scope. The GPU or its path to memory would be a limitation compared to what you request of it. The crucial point is that a game that was balanced for the PS3 wouldn't make such demands in the first place - the PS3 is limited in comparison to the lead platform. And if the PS3 has strenghts compared to the lead platform, those are less likely to be fully exploited.All you can ever do iss look at trends in cross platform titles, if PS3 titles generally run at lower framerates and lower resolutions, you can start to draw conclusions, tat perhaps the GPU or it's path to memory is a limiting factor.
While looking at exclusives for performance evaluation is flawed just as you described, that doesn't mean that turning to multi platform titles will provide better data.
Benchmarking is a bitch. If multiplats is going to be your main fare, then by all means, that's a good sample set. But if you are more interested in the titles that are specific to a platform, it is not.
Seems reasonable.The most interesting part of the WiiU stuff so far it is isn't running cross platform titles at higher resolutions, it isn't running with better AA, enabling these things takes minimal effort, these two items tend to imply that it has either 8 ROPS (the same as 360/PS3), and that's the limiting factor or the bandwidth to EDRAM is limited.
I'd speculate the ROPs, since even if EDRAM bandwidth is unlikely to be staggering in absolute terms, it should still compare well to the RAM of the PS360.
Personally, I find interesting that lack of CPU SIMD doesn't seem to matter all that much - implying that the die area/power budget devoted to that functionality on the HD-twins was a dubious investment.