Graphical gurus Shin'en are renowned for pushing the visual boundaries and Manfred Linzner has spoken in detail about the Wii U spec.
Linzner had praised the Wii U's development potential previously, but has recently gone into more detail into the nitty-gritty of what the system is capable of with some thought.
He started by comparing the eDRAM usage in the Wii U to the Xbox 360, where on Nintendo's system "you have enough eDRAM to use if for 1080p rendering", but on the "XBOX 360 you usually had to render in sub 720p resolutions or in multiple passes."
In general, development for Wii U CPU+GPU is simple. You don't need complicated setups or workarounds for things like HDR (High Dynamic Range) or linear RGB (Color Modeling). What we also like is that there are plenty of possibilities for speeding up your rendering and code, but you don't have to dig deep for them to get proper performance.
Linzner used the critically acclaimed Nano Assault Neo as an example of a Wii U project where the shaders "are not really optimised" because they were "fast enough" and that they could be made 30-40% faster "by better pipeline usage or better hints for the shader compiler."
Shin'en didn't have issues running Nano Assault Neo at 60fps on both the TV and GamePad simultaneously, revealing that "for CPU usage Nano Assault Neo only used the main CPU core. The two other cores were almost idle, beside a few percent used for our audio thread."
What are your thought's on Linzner's comments and potential for future Nintendo Wii U development?