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Nintendo Gaming / Wii U Must Support An Equivalent of Direct X 11/Open GL 4.2
« on: October 24, 2011, 12:47:24 PM »
If you look up the specs for any next-generation game engine you will see that there is at least one thing they all have in common, Direct X 11/Open GL 4.2 support. The only other major commonality seems to be a focus on multiprocessor (around 20 processors) support. Rallying support for an equivalent of Direct X 11/Open GL 4.2 functionality is likely much more feasible than asking Nintendo to add a 20-core processor to the Wii U.
If the Wii U releases without support for an equivalent of DirectX 11/OpenGL 4.2, then it would be in a similar situation as the 3DS releasing without a second slide pad. Except I don't think an expansion would be able to fix it.
It seems fairly obvious that the next generation development efforts are based around DirectX 11/OpenGL 4.2 functionality (Feel free to include any engines that I may have left out):
Epic Games' Unreal Engine 4
id Software's id Tech 6
Crytek's CryENGINE 4
DICE's Frostbite 3
Techland's Chrome Engine 6
CD Projekt's RED Engine 2
Capcom's MT Framework 3
Square-Enix's Luminous Engine
Valve's Source Engine
I can’t emphasize enough how critical this is. As long as the Wii U can support DirectX 11/OpenGL 4.2 level functionality and features, it should be able to compete with the new systems that Microsoft and Sony will eventually release. Of course the Wii U can run ports of games developed for the PS3 and 360, but the Wii U's ability to run the next-gen engines, at their full capability, will secure its position as a viable console for developers to release their future multiplatform games onto during the upcoming generation of consoles.
If the Wii U can handle the next-gen game engines that require a DirectX 11/OpenGL 4.2 level of functionality and features, then it will enjoy the multiplatform support that the PS3 and 360 had. If the Wii U cannot run the next-gen engines, then it will suffer from having a similar level of multiplatform support that the Wii had.
If the Wii U releases without support for an equivalent of DirectX 11/OpenGL 4.2, then it would be in a similar situation as the 3DS releasing without a second slide pad. Except I don't think an expansion would be able to fix it.
It seems fairly obvious that the next generation development efforts are based around DirectX 11/OpenGL 4.2 functionality (Feel free to include any engines that I may have left out):
Epic Games' Unreal Engine 4
id Software's id Tech 6
Crytek's CryENGINE 4
DICE's Frostbite 3
Techland's Chrome Engine 6
CD Projekt's RED Engine 2
Capcom's MT Framework 3
Square-Enix's Luminous Engine
Valve's Source Engine
I can’t emphasize enough how critical this is. As long as the Wii U can support DirectX 11/OpenGL 4.2 level functionality and features, it should be able to compete with the new systems that Microsoft and Sony will eventually release. Of course the Wii U can run ports of games developed for the PS3 and 360, but the Wii U's ability to run the next-gen engines, at their full capability, will secure its position as a viable console for developers to release their future multiplatform games onto during the upcoming generation of consoles.
If the Wii U can handle the next-gen game engines that require a DirectX 11/OpenGL 4.2 level of functionality and features, then it will enjoy the multiplatform support that the PS3 and 360 had. If the Wii U cannot run the next-gen engines, then it will suffer from having a similar level of multiplatform support that the Wii had.