Bang...
Anyway, first impressions are that the frame rate is smooth, graphics compare well with the pc version although things have been dialed down, npc count is better than it looked. Ubisoft bucharest have done a bang up job on this.
That's all I could have asked for honestly. This is what can happen when the developer makes a good honest effort.
And financially they won't be rewarded for their efforts, they will be punished. Unless they're looking for a loss to offset sales elsewhere, releasing 3rd-Party software on the WiiU isn't financially viable.
Ok, last post in this thread. After a bit more playtime I've noticed that there are the occasional fps dips driving in and around the city, nothing that makes the game unplayable at all, but tbh I'm amazed at how well it runs overall on a cpu that takes up the same of die space as an intel atom, and the off-screen play feature makes this worth owning for me.
Has your view changed now given Watch Dog's poor performance?
A simpler open-world GTA like game no doubt it could, but the GTA we know ... very likely not.
I don't think it's unfair to think that the WiiU couldn't handle GTAV with it's existing code and asset base.
A simpler open-world GTA like game no doubt it could, but the GTA we know ... very likely not.
So specifically, what compromises would have to be made? Serious question, I don't know because I haven't played GTA since the PS2 days. The number of NPC's is brought up quite a bit, but the number of NPC's in Watch Dogs looks even more scarce than they were in Scarface on Wii.
Even the size of the world is pretty irrelevant since the game just streams in new content as needed. Again, I have played the newer GTA's so I am probably missing some pretty hardware demanding aspects, but that's what I am looking to better understand. So far, these games just look like prettier versions of the same open world games from past generations.
All of the NPCs in both GTA V (360/PS3/PS4/XBO) and WATCH_DOGS (PlayStation 4 - I've not played old gen versions) are very aware. In terms of old gen GTA V, I've only played this on PlayStation 3 and that has a single core PPE. I don't know but the SPUs do not seem well suited to branching AI routines, particularly given the limited amount of local storage and the number of things on screen in which to create interactions for the AI to react and counter-reaction and so on.
Against the in-order 3.2Ghz PPE in PlayStation 3? Yeah, I'd certainly give the edge for AI to Wii U's CPU but then GTA V is also running some very nice physics and animation with we know the SPUs are incredibly adept at. The nice thing about delegating all this stuff to the SPUs is you're off-loading data not contaminating cache with AI and game logic and physics and animation and multiplayer and streaming and audio.Exactly, this is the type of work a tri core PPC750 based processor would be much better at.
So it doesn't make sense for the AI scripts to totally bog down the Wii U but not the PS3. Short pipeline with lots of cache should be great for AI scripts. Besides, from the video it doesn't seem like NPC's are what's causing the low framerate. In the scene where the game dips to 14fps, its definitely the action going on that's causing the dips.
Against the in-order 3.2Ghz PPE in PlayStation 3? Yeah, I'd certainly give the edge for AI to Wii U's CPU but then GTA V is also running some very nice physics and animation with we know the SPUs are incredibly adept at. The nice thing about delegating all this stuff to the SPUs is you're off-loading data not contaminating cache with AI and game logic and physics and animation and multiplayer and streaming and audio.
And these are related. AI means animation, animation means physics.
I've not seen the video and I can't view it from where I am. By action, do you mean explosions and shootouts and bullets? More physics.