Jacob4000 said:
I'm starting to think the dichotomy on performance is the option b) I laid out: Nintendo got too cute trying to make the CPU different. If you're making an exclusive game ground up for the Wii U, then yeah you can deal with the fact that it does things differently and tailor your game accordingly. If you're trying to port an existing PS360 AAA game though, then it gets in your way that Nintendo didn't do things a bit more conventionally.I dunno the answer -- all I see is time after time Wii U ports come up woefully short on the performance end and not from a lack of effort on behalf of exasperated developers. So all these people making exclusive titles with a lot of support from Nintendo don't really change the narrative; they just add a certain nuance that makes the answer more muddled.
I ain't talkin about exclusives though, sure I mentioned Kamiya but he's beyond experienced enough, and that Skylanders guy isn't making any exclusives nor were the NFS guys or the Crysis 3 guys. Wii U ports versus ports on systems which devs have been working familiarly with for over 6 years? That's not exactly surprising. What
is surprising is when a port of a game manages to be better than a PS3 port less than a year after release, a fraction of the time devs had to get used to the PS3 (AC4).
Look at early Wii U games and then more recent Wii U games, the Wii U version of AC4 performs as one of the best amongst PS3/360/PC/Wii U. This is because unlike a lot of the Wii U's launch titles which were quick port jobs on outdated devkits, AC4 and other recent games had proper port treatments. The Wii U isn't difficult to dev for and by far the vast vast majority of devs are saying that, if it was nearly as difficult to dev for as the PS3 or GC was it wouldn't be a secret. And..
PS3 ports still often fall short of the 360 version. Even after nearly ten years. It's generally only PS3 exclusives that actually surpass what can be seen on 360.Again, that's the problem you face when you get too cute with your system architecture. Maybe we're seeing that problem here. Which is unfortunate -- why would Nintendo do this? To save a few watts so that they could make the box smaller and cuter? Makes me question their priorities if this is indeed the case. Part of going with a more conventional architecture is making ports easier; yet all these PS360 ports (with a few exceptions) can't equal the frame rates of decade old hardware.
So yeah, maybe the answer's not simple. But something here doesn't add up.
And again it's not caused the PS3 to be a complete bomb overall nor has it outright stopped third party support despite being unquestionably harder to dev for than the Wii U.
I'm not sure why you're so convinced that the Wii U is a tough nut to dev for after all this time, it's common knowledge that it was in its early devkit periods but it's not now and there's no shortage of evidence to back that up. Even if you just skimmed the Destructoid article, there are tons of links in it to other articles that supply it with context from actual developers. PS3 games trailed behind 360 games for years, even after devs had a chance to get used to the system. Devs have actually gotten the chance to get used to the Wii U now (I mean obviously things won't instantly perform as good as the 360 when they've been used to the 360 avidly for 6+ years already?) and when there are more third party multiplats (which doesn't seem likely any time soon lmao), we'll begin to see that things are a lot more smooth than they were at launch. Deus Ex, too, runs smooth as heck, and originally the Wii U version of Batman Origins was the smoothest and least glitchy version, as well as the Wii U version of Need for Speed being the most impressive. This is less than a year after Wii U release and more importantly less than a year after the final dev kits went out, and I don't think getting used to development and having smoother ports than PS3 and occasionally 360 in under a year compared to their 6+ is something to shake a stick at. The WIi U is more powerful but not that much more powerful. It being new doesn't make it immune to lag n such when we still get PC games that lag on top settings. What we should instead look for is how quickly a dev can get used to working with it, because every new tech needs getting used to no matter which dev you are.
Everything adds up, the bad ports were done around launch when many devs hadn't had time to use the new easy dev kits, since then devs who have worked on it have nothing but praise for the system, even the Eurogamer article mentions that this anonymous dev was talking about pre-release Wii U work. There's nothing about it that doesn't add up, so I'm not sure why you're so adamant to cling to the notion that Nintendo are being "cute" with development architecture when literally all the evidence from actual professionals working on the thing suggest it's a surprisingly smooth experience.
If you want to know why third party support is bad you don't have to blame development, because regardless of how difficult a machine is to develop for, porting is expensive and releasing a game on a system where it won't sell is dumb, it's really not much worse than that and the Vita is having the exact same problem despite being a beaut from an ergonomic and development aspect. It's honestly a shame that these systems have such poor third party support because if third parties were into it we'd unquestionably see that the console manufacturers have actually tried to make them smooth development experiences.
The Wii U is fine to develop for, its problems are far bigger than that.
( Edited 15.01.2014 11:04 by SuperLink )