You might remember a couple days ago when Shin\’en Multimedia made remarks about the next-generation nature of the Wii U. This new remark comes from an interview between and Shien\’en Multimedia, but only this time, Shin\’en is going in depth about the efficiency and power of the console. To get a better understanding of how Shin\’en got such a great looking game like Nano Assault Neo up and running on the Wii U at the resolution and framerate it was running at, see the interview question below.

Iran White: \”Are there any crucial modern GPU features that the Wii U is lacking?\”

Linzner: “The Wii U GPU is several generations ahead of the current gen. It allows many things that were not possible on consoles before. If you develop for Wii U you have to take advantage of these possibilities, otherwise your performance is of course limited. Also your engine layout needs to be different. You need to take advantage of the large shared memory of the Wii U, the huge and very fast EDRAM section and the big CPU caches in the cores. Especially the workings of the CPU caches are very important to master. Otherwise you can lose a magnitude of power for cache relevant parts of your code. In the end the Wii U specs fit perfectly together and make a very efficient console when used right.”

As reported, there is apparently more to this interview so we\’ll be sure to keep you updated as news comes by. Once again, check out the official article for developer opinions on the next-generation nature of the Wii U here.


Written by Omar Taylor

Omar Taylor

What is hardware without software?

Responsible for updating news, producing editorials, and reviewing games. When not carrying out these responsibilities, he can be found achieving first place in Star Wars Battlefront 2 and Republic Commando online, designing games, listening to and creating music, and watching and producing animations. Did he mention how good he was at Star Wars Battlefront 2 and Republic Commando?

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