bgassassin
Member
in the actual dev kits, a large chunk of the hardware memory is reserved by Nintendo for the OS, for multi-tasking, for the possibility to put your game on hold and go to the OS, run an application, etc. The game is "stored", and you can go back to it instantly. There are applications running in backward also (the internet ones i guess, etc.). Because of this, third-parties have a known memory pool of X GB in dev kit, but Y GB of it is not available for their games (and i don't talk about debugging here).
My concern in that is how exactly does that break down. If it does look like 1.5GB + y reserved for the OS, then that's better than I expected even if the OS is big. If y comes from the 1.5GB then it's more inline with what I expect, yet that's an issue IMO for a large OS.
They really should be doing this. EPIC making money hand over fist at the expense of console manufacturers would seriously piss me off if I worked for MS, Sony, or Nintendo.
It's great that they make fantastic engines and that they're trying to market them, but in NO way should they feel like they can dictate the technical specifications of consoles.
Yeah. The licensing fee they pay for their games to be on the consoles aren't going to justify what they want IMO.
UE3 is scalable and I think we'll see a lot of ports of games running that on WiiU.
UE4 is designed for true next gen systems. I don't think WiiU will have the power or memory to run it.
We have nothing to go on right now, but I would assume the basis for what Epic says is a DX11-level GPU and something most likely with a current tessellation unit. That to me is what you have to ask if Wii U's GPU will be capable of for UE4.