But I wonder how many ported games took advantage of the DSP?
If they didnt, it tells me the CPU is at least on par with current gen.
And when future games take advantage of the DSP, the CPU can work on
more tasks.
It shouldn't tell you that.
First, I don't know why you think the DSP isn't being used. Maybe the developers out there know this better, but most probably you can't even enable an audio engine without using the DSP. The audio libraries available in the dev kit will just enable the DSP regardless of your implementation.
Second, you're overestimating the burden of a surround sound software solution in a CPU.
To give you an idea, the EMU10K2 DSP in the Soundblaster Audigy 2 line (and I really doubt the Wii U's audio DSP is as powerful as an EMU10K2) does something like 450 MIPS. That's what a single PowerPC 750 core can do @ 200MHz.
So even if the sound was being processed solely by software on the Wii U's CPU, it would only be taking less than 1/6th of a single core.
Count the three cores and you reach the conclusion that, if the sound really was being processed by the Wii U's CPU
and it's doing as much as an EMU10K2 at full throughput (that's 64 simultaneous voices with effects and multiple environments), it's using as much as 6% of the "Espresso" power.
And I'm not even counting with additional instructions that probably are in Espresso that accelerate multimedia.
There's a reason why
no one does hardware sound anymore. It's because the burden on current CPUs is almost negligible.
And isnt there a point, with games, in relation to budget and target resolution,
were the CPU is good enough?
Meaning, switching a modern CPU with an older one, does not have that
much of an effect if you have a modern GPU running your game?
Try clocking a modern CPU to ~800MHz and see what happens to your PC games.
Going back to the Lego game, I understand the draw distance is pretty
impressive. Would not a weak CPU be a bottleneck in that regard?
No, it wouldn't. AFAIK, a weak CPU would make a difference if you have lots of independently moving objects and lots of AIs. For example, GTA 4 may be impossible to do on the Wii U.