Wii U is a Future You Want.

Reggie was at E3, and he was the man who primarily introduced us to Wii U.

Nintendo at their E3 2011 press conference pulled back the curtain on its newest console: Wii U; a console that will make a name for itself like Wii did, not with system specifications, but with a distinctive and valuable controller.

Now, you’d think everyone would be excited, parading in the streets, like many have with previous game consoles, but with Wii U this does not seem to be the case. With this console, many people are confused and skeptical, believing the console to be a current generation system specification accompanied by a new, gimmicky, expensive controller that will be outdated in two years time.

Although I have not touched the controller or console as of yet, I can confidently say any doubts about the controller and the system’s power is unwarranted. Why? Because I have played and owned the Nintendo DS and 3DS, and essentially, Wii U is the console equivalent that will realize any vision developers want or have wanted to do with the concept of dual screen gaming.

I’ll get to system specifications further down.

Marvel at Wii U’s controller and imagine the possibilities. oh… by the way, the actual hardware is above the controller picture. 
 

Before I begin explaining what is possible with Wii U, I’ll detail the controller for those of you who do not know what the Wii U controller is capable of.

Note: Wii U will work with Wii controllers (Non-motion+ Wii remotes may be the only problem, when playing Wii U games, but Wii U is backwards compatible with Wii) and other devices such as the Wii Balance board.

At its core, it can act as a second screen, to the TV, exactly how the DS line handles two screens. The controller features a 6.2 inch touch screen. It also can stream games without lag to the controller, which allows you to display and play most Wii U games on the controller instead of the TV (Wii support for this feature has not been confirmed). Overall, it’s essentially a Classic Controller Pro with a microphone, camera, touch screen, motion controls, built-in speakers, a headphone port, and the usual four shoulder buttons, four face buttons, a control pad, two analog pads, start, select, and home buttons.

Click this link for an infographic on what I just said, and more.

This DS is the Wii U’s uncle, and Wii U has taken up its uncle’s ideals and has improved upon them.
 

With the DS line, Nintendo and third party developers proved that dual screens provide a most unique gaming experience that cannot necessarily always be replicated by other means. What do I mean? Well, when was the last time on a home console, could you see what items each racer has in Mario Kart without cluttering up the screen, see every item in your inventory and use any item on the fly, have a fully detailed map up and always visible, be able to click on any of four moves in Street Fighter and automatically have your character do it without any further input, never have your HUD appear on the main screen for a game that has a HUD, have a second top-down perspective on your character while still having a first-person perspective, play Okami without having the game pause to use the protagonist’s powers, command your allies with drawn pathways in real-time, and so forth? All that I just mentioned has already been done on the DS or was theoretically possible.

There are many other things it could do, but easily grabbing goo balls in World of Goo and creating structures with them, drawing lines to guide Kirby, clicking characters in a sports game to pass to, operating on virtual patients, voice commands, and whatever else has already been done with Wii and/or Playstation 3. Speaking of Wii, some, if not many Wii U games will be playable with the Wii remote, Wii remote and nunchuck, the Wii Balance Board, the Classic controller, and so forth, which allows for all the creative Wii control schemes, and concepts to be applied for Wii U games as well.

I did not directly mention this concept, but this is one of the main possibilities that can be done with Wii U.
 

To clarify, Wii U’s controller is not confined to what the the DS line, Wii remote and Move controller can do. How so? Well, since five players can play at once on the new system, first-person shooters can now be played up to five people locally, and if you add in LAN support, that number goes from a maximum of eight to ten, and so forth. Also, one on one matches will become more personal, locally as one person gets the TV and the other person gets Wii U’s controller, ridding of screen hackers, assuming you’re not already using a LAN. Other ideas stemming from Nintendo is that one person, who is using the Wii U controller can hide from four other players who are using a TV. Another would be that the person with the Wii U controller is hunting down the four people who are on the TV. Other possibilities could be that players on the same screen initially could enter completely different rooms and not disrupt what is seen on the TV, but simply disappear into another room while the other player does whatever he or she was doing. Not to forget, players can do away with using a TV all together, if he or she chooses, and play on the controller for single player bouts.

Going on, you could potentially tilt the controller to tilt the world, draw on the screen to create platforms for your character to fall on while falling to the left, right, down or up in the world, press a shoulder button to start the character’s parachute, and issue a voice command to change the weather to rain, bring about an item of your choosing or whatever have you all within a second or two (This is theoretically possible on the 3DS and Vita). And other concepts could stem to commanding your armies on the touch screen in an RTS, while fighting in the battlefield like you would in God of War with your main hero unit on the TV, issuing voice commands such as stop, hold position, attack blue, cloak, so forth. It is also possible to be playing a survival first-person shooter, and draw lines on the screen, which is presenting a top down view of your character to instantly call forth walls of fire, build temporary walls, spikes, and whatever else against the zombie hoard as you run for your life, draining your magic meter, trying to slow the zombies down and survive. Think of it as being able to cast spells behind your character while he or she runs forward. Now, to conclude this paragraph, the ideas stated in this paragraph are my ideas, that I came up with in a few minutes time, but they’re something to think about, and I’m sure a real video game designer could think of many more creative ideas.

Click this link for some fan-made Wii U concepts. Click this link as well for more fan-made Wii U concepts. Click here too.

While it is entirely feasible to just continue on playing games on consoles like we do today, maybe it’s time for another earthshaking revelation. Now, you may say, well you know, controllers are fine the way they are… And with that, I’ll strike back stating that the industry and its controller is always in motion. There was a day when the control pad, analog stick, dual analog sticks, shoulder buttons, motion controls and the like was alien to the home console market, and now they are main staples in our industry. Therefore, to say, like Nintendo did with Wii and its introduction to motion gaming 101, Nintendo is now on the verge of combining the ideals of its portable strategy of 2004 to the present with a new home console that will further open pathways not previously open for the home console market.

Playstation Vita may be capable of pulling off the same things Wii U can, but can the Playstation 3 keep up its end of the bargain?
 

Theoretically, Sony could replicate what Wii U is doing, but there’s a problem with that theory. Vita cost $250 and a Playstation 3 cost at the very least $200, which equates to over $450, and that means not everyone who owns a PS3 will own Vita, and the opposite is true. There’s also another problem with the theory, Playstation 3 is not optimized like Wii U is to stream content between devices, to my knowledge, however that could change. And so far, unless I’m gravely mistaken, the only connectivity that comes close to what Wii U can do on the Playstation platforms, that has been shown, is switching specific game(s) from the Vita to Playstation 3 and vice-versa.

The image above is rendered on Wii U’s hardware in real-time, so to say, there’s nothing fake here. Look for yourself.   Click here for different a technical presentation of the console’s graphical capabilities.
 

Onto the system’s graphical prowess, Wii U is without a doubt a next-generation system. Why do I say this despite what others seem to think? Because I do not believe anyone can find a game on the Playstation 3 or Xbox 360 in screen-shot form, that follows a similar graphical style, compare it to a Zelda HD screen, and say with absolute confidence that the 360 or PS3 game looks better or identical in all graphic categories.

Based on what I can determine, Zelda HD demonstrates power beyond that of current generation capabilities, but it’s not leaps and bounds ahead like it was for the Nintendo 64 to the Nintendo Gamecube, so I’m sure someone can and will find a game that looks close to it graphically, as games are starting to hit a graphic barrier. A graphic barrier that prevents games from looking significantly better because there’s not as much room to improve or the potential is so great that most titles will lack of budget to support that kind of potential. And if I may say,  as previously hinted at, never again are we likely to see graphics leap out of control like they have with every other console generation, as people already believe the Uncharted series to boast movie quality visuals.

Do not forget, however, that although visuals are great, next-generation hardware is not all about great visuals, as it’s also about how much more you can display, do at one time, and so forth, when it comes to presenting games.

This is a comparable screenshot to Zelda HD. I chose it because of the marble floor, mainly…
 

Uncharted 3: Drake's Deception Screenshot

Also, here’s Uncharted 3: Drake’s Deception. Doesn’t it sort of look like a very well done animated film? 

 

Nevertheless, for theory’s sake, Wii U is running on hardware that surpasses the Playstation 3 and Xbox 360 only by a somewhat small, but noticeable amount, with some new development tools in the mix that allow for some cool effects not previously possible. So, let’s say it presents games that look better, but not significantly better than Playstation 3 games, and let us say it’s able to process five more characters or whatever have you at once than the PS3. Now, if this was true would it truly matter if Wii U does not appear much more powerful than current generation hardware? Personally, I’ll tell you no, it doesn’t matter. Why? Even if Microsoft and Sony release new systems in a couple of years, will their games look vastly better? Once again, I say no because of that graphic barrier I mentioned, that we’re starting to bump into. Sure, they may look better, but the difference probably won’t be too much different from what we currently see on the 360 and PS3.

To further explain, even if Microsoft and Sony outdo Nintendo graphically, it won’t likely be standard definition to high definition, but rather high definition to high definition with a minuscule amount of additional pixels and perhaps brainpower. In other words, how do you drastically improve on what is already so realistic looking it could be mistaken for a film at times? You do so by adding a few more irrelevant details to each already super realistic character model, improve the frame-rate, and make slightly smarter A.I. or slightly better physics, and maybe a slightly better view distance to the already obscene view distance games presently provide.

Galaxy in a way is like Super Mario Bros. for the NES; despite being on weaker hardware, it’ll not likely age anytime soon. 

Here The Boss is looking away in disgust from  Snake, declaring him a fool to say that she doesn’t look good on eleven year old hardware. And with her ‘belief’, that brings up another question, how much do specifications really matter?

 

To begin my conclusion, while more powerful hardware may give gamers a lot to look forward to, think about this… Visually, Super Mario Galaxy, a game featured on significantly weaker hardware in comparison to the 360 and PS3 can sit next to most 360 and PS3 games and pass as one without much debate. The same is true of Metroid Prime 3: Corruption. Super Smash Bros. Brawl could probably fake its way up there as well. Heck, you could go back to Gamecube and put Resident Evil 4, Rogue Squadron II, Wind Waker and others against 360 and PS3 titles too. Metal Gear Solid 3: Snake Eater is also a good example, as well as Okami. Although honestly, with some of the titles I just listed, not all of them can stand against a 360 or PS3 title and be mistaken as one, but to an extent, they can flex their muscles and still look quite strong.

Perhaps its time we stop judging appearances, as that can be easily simulated, as evidenced by examples given above. Games, if they haven’t already are about to bump hard against that graphic barrier I spoke of, and gaming has already been gently bumping up against it. And even if we start judging next-generation graphics more by how much a console can process with A.I., physics, and the like when does that become irrelevant? You can only have a computer controlled man with a gun do so much before you have him randomly scratch his face for an itch or start rubbing his neck due to the stress of battle.

I’m sure Wii U has improved upon current generation technology, but my point is, assuming that’s true and believe me all indications seem to point at Wii U being a next-generation system, how much better could another Microsoft and Sony console get in comparison?

So, as graphics get closer to the point that they cannot possibly look any or much better, new ways to interact with video games need to be introduced. With that said, Wii U is Nintendo’s response.

Note: If you’d like to read an additional perspective about the graphic barrier I spoke of, click this link. It was written quite some time after I finished this article, and it is very well written. I recommend to anyone who has read this article to read it as well, as the writer does word some things better than I did myself.

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25 Responses to Wii U is a Future You Want.

  1. Super Jam says:

    Even though this makes me feel a bit like a Nintendo fanboy, I agree with basically everything in this article. From what Nintendo has shown off the Wii U looks like a fantastic platform, and there is only 3 ways I can see them stifling the console’s potential:

    1. Pricing the console and games wayyyyy too high. (Unlikely, but the 3DS is about 50$ too high.)

    2. Not putting Gamecube and Wii games on the virtual console.

    3. Not allowing for 4 Wii U tablets at once. If they allowed for 4 tablets at once this would completely change local multiplayer. You could have a first person shooter where nobody could screen look, a Four Swords or Crystal Chronicles sequel that is easy to get someone to play with, or a PROPER real-time-strategy game with local multiplayer on a freakin’ console ( possible due to the touch screen). Imagine something like Age of Empires 2 where for the multiplayer mode each person just uses a different controller instead of a different computer. Iwata has already stated that the console technically can support 4 tablets at once, but they are not sure if they ever want to implement that because it would require the consumer to purchase more controllers if a game was reliant on it. I read this comment as “We’ll implement 4-tablet-at-once-multiplayer once the manufacturing price lowers about 2 or so years into the generation”. The only risk right now is if they take out that capability before launch.

    It blows my mind to think about what Nintendo EAD would be able to do with a system as powerful as the Wii U. I mean, if they got Super Mario Galaxy looking so great on the Wii at 60FPS, Super Mario Galaxy 3 should look like visual bliss. I’m not even really a graphics whore and the prospect excites me.

    • i have a bit to add to the multiple tablet controller idea, i mean, i have a friend who has a ps3 and he would ask me to bring along my controller so we could play little big planet. that same friend along with 3 others and myself are buying the Wii U on launch, couldn’t the same apply? A bunch of friends could all take the tablet controller synch it to the console and play like that.

      (also I’m pretty sure Nintendo will have controllers for sale as replacement parts so you could probably order them like you can with styluses and battery packs, but i could be wrong)

      • macromanjr says:

        Well, considering that each controller would probably cost around $100 at launch, I can see why Nintendo would wait a little while until the production costs for their controller lower before trying to market four controllers. I think that’s also another reason why they’re pushing for a stronger online experience than even what’s currently out there. I think though we may not have local four-player action with four Wii U controllers (at first)

        I think the online experience and numerous controller options (Wii Remote w/ Motion Plus, Classic Controller Pro, Nintendo 3DS) would make up for that in the meanwhile. I don’t think Nintendo will hold anyone back from buying extra controllers or prevent developers from using four-player capabilities–I just think they won’t push the option of spending $300 on controllers too much. But like $100 a controller is going to stop me from buying a new controller a month anyways! Hahaha!

        But, since the console IS capable of supporting multiple Wii U controllers, I would imagine that they would start supporting that with promotion soon enough. And if the Wii U takes off, they’ll push it all the sooner. Maybe the money they’ll save game developers on the lower HD game development costs for the Wii U would encourage them to invest into promoting the four-player Wii U controller action. I think we’ll see it happen with Wii U. After all, we’re talking about the company that INVENTED four-player action.

  2. the one says:

    yes graphics isnt that important because even today a lot of people like to play games from consoles like snes and megadrive and why? its fun that´s why.

    new way´s to play will be the feature of corse power is important but from now the diference in graphics will not be that huge.

    the companies even can make a console 1000x more powerful than ps3 but the costs of making a game to that and if there no other ways to interact with the game the diferençe wil no be so huge to the games we have today .

    we even can have games with graphics so realistcs like real life, but if you dont interact with that game in diferent ways the thing will be the same that you have today.

    sorry for my bad wrinting

    • Idgod says:

      If you keep up with gaming graphics you can easily put two and two together. Uncharted uses pre calculated “baked” lighting. That Zelda demo used realistic lighting that reacted on cue just like wait for it that unreal 4 engine demo. The only thing that was not shown was the particle effect. Real time tessalation was shown when the flowers blossomed and for the water and the fish.

      Then you have a very good real time reflection on the floor of the Zelda demo.

      All nintendo needs is more he artist which the industry is full of now thanks to the many normal mapping programs.

      There is also the fact that these are render in real hd not upscaled and not with a cripled frame rate with two screens being supported. Imagine what happens if you turn off the game pad screen? I’m sure that feature will be turned on just like how the 3ds os was optimized.

      Also nintendo is about to take legal action against the anonymous sources or those reporting false stories as fact or factuallizing them with tieing them to fake developers. These developers will be exposed if they are real and ndas will be in violation and any ties to their competition will be exposed. This could bring down Sony or ms if they are fueling these fires.

  3. SteveMD says:

    An excellent and thorough article, stating many of the facts and some probabilities and carefully exploring the Wii U’s potential. I’m impressed, though wait for all the accusations of “fanboy” groveling and bias.

  4. SteveMD says:

    Oh, in your graphic of the controller, you forgot the infra-red camera/light-gun/pointer on the top edge. A small point I know and I’m not sure how useful that will be.

  5. HBrawler says:

    Thanks Matt , it was really fun to read
    I will read that article you mentioned about the graphic barrier right now
    thanks again

  6. Nuclear says:

    Very interesting article it doesn’t seem biased at all. However I do seem a little skeptical on whether or not the system will be capable of streaming up to 4 video feeds via 4 Wii U controllers simultaneously. They are going to require a huge amount of bandwidth if they are to stream latency free video at 854 x 480, 32-Bit Video Bit Depth, & @ 60FPS which will need at least 787.0464 MegaBits/sec, or 98.3808 MegaBytes/sec! The fastest wireless routers on the market today are 802.11 N+ Dual-Band and can transmit like up to about 750 MegaBits/sec, so Nintendo is probably going to be using some proprietary technology for the wireless video feeds. So don’t be too surprised if Nintendo announces permanently in the future that it will only support up to one controller video feed, because it’s going to only make it more expensive, however it is still a cool feature nonetheless!

    • Algea Turtle says:

      I am not sure if it can do 4 but i do know that Reggie stated it can do atleast two, though Iwata also stated they might push for 1 controller due to cost

    • Idgod says:

      No two controllers are supported so far, not sure if that is a transmitter barrier or the gpu. Plus I’m sure they will make it so two wiius can be linked at one house to render on two tvs and four game pads easily. I bet that setup would still support 8 wii motes also. For a total of 12 players, 4 game pads, 8 wii motes all ran off two wiius displaying on two tvs. Imagine metriod prime hunters with that setup. Also wiiu pro pads can be used instead of wii motes.

  7. Mr ECHO says:

    If you go to a friends with nice specs in his pc and watch crysis 2 dx11 you will be surprised with how graphics can go i love nintendo and plan on getting the wii u but by no means are we running into a graphics barrier

    • Macro Man Jr. says:

      The graphics with DirectX 11 are nice, but how nice graphics are is not the argument here. What some of us here are saying is that we’re not going to see anything overly significantly beyond this level of visuals for quite a while. A graphics barrier doesn’t deny how good graphics currently are, or even that they’ll continue with gradual improvements–it’s simply acknowledging that we won’t see leaps and bounds in graphics beyond such a DirectX 11 level for quite some time.

      For the reasons that movie-quality hyperrealism in gaming PCs are about 10-15 years away, according to many in the graphics business, including Tim Sweeney of Epic Games, and also that people are still working on the technology (quite in its infancy). A brute force of computation power is needed to process such a level of graphics with games, a level which would significantly overshadow even what you see on Crysis 2.

      Such a level of marketable processing power is projected to be about a decade away. We’re looking at about multi-core processors increased significantly for gaming PCs (and possibly the advent of multi-processor computers altogether), and at a ninth- or tenth-generation of consoles to start touching these obviously noticeable differences rather than this upcoming eighth-generation.

      But that’s if we’ll even WANT hyperrealism, even by then. Quite honestly, most people get freaked out with the uncanny valley, everyone except Japan, who generally have a different perspective on hyperrealism by already enjoying hyperrealistic robots. People would probably find hyperrealism neat for some games, but just too darn freaky for most! Playing a hyperrealistic war game just might traumatize you! Hahaha!

      It’s good that you liked those graphics you saw, because you’re going to be seeing that level for quite a while. We’ll see minor improvements to textures and draw distances, but nothing overly overshadow what best graphics we see today.

    • Idgod says:

      Most hd game character are normal mapped from 6 million polygons and up. Nothing will be able to animate, tranform vertices at that level at even 15fps. Try 15 frames a minute to 30 minutes with just lighting effects. On the high side we are seeing 30,000 polygons with around 20 million for the entire render, characters, environment

  8. Super Jam says:

    Games like Crysis 2 (and Crysis 1) are why people are suggesting we are running into a graphical barrier. Sure, there could technically be games in the future with better draw distances and larger textures and more enemies; but if draw distances are going to increase from a bazillion miles to a gazillion miles, and textures are going to go from extra-huge to extra-extra-huge, will it matter? What I mean is that with every previous new generation new artstyles became available for games. When it went from the SNES to the N64, 3D models became usable in games. When it went from the Ps1 to the Ps2, those 3D models could be stylized with things like cel shading, and it was dramatically easier to tell things on screen apart from each other. When it went from the original Xbox to the Xbox 360, a realistic artstyle in a game didn’t look like complete ass. In previous generations when games attempted realism they always failed miserably IMO, but nowadays they can do it and look okay.

    But now what major visual improvement will arise in the future? Honestly, I can’t think of any except for holograms, but that will probably be in another 20 years. Like I said, the games of the future can always look better from a technical perspective, but if you won’t notice the difference while playing it, I don’t care.

    The graphical quality in games next generation will not be determined by technological prowess, but rather by the developer’s execution of their artstyle.

    • Idgod says:

      I stumbled upon an interesting blog entry from Rick Stirling, a character artist, about the polycount of game character models. This post is interesting since it quotes some approximate numbers for the models.

      Here are some examples that caught my eye:

      Gears of War, Xbox 360, 2006
      Wretch – 10,000 polygons with diffuse, specular and normal maps
      Boomer – 11,000 polygons with diffuse, specular and normal maps
      Marcus – 15,000 polygons with diffuse, specular and normal maps

      GTA San Andreas, PS2, 2004
      Characters – 2,000 polygons with 1 256×256 8bit texture
      NPCs – 1,200 polygons with 1 256×128 8bit texture
      Gant bridge – 16,000 polygons, includes LOD

      Halflife 2, PC, 2004
      Alyx Vance – 8323 polygons
      Barney – 5922 polygons
      Combine Soldier – 4682 polygons
      Classic Headcrab – 1690 polygons
      SMG – 2854 polygons (with arms)
      Pistol – 2268 polygons (with arms)

      Halo, Xbox, 2001
      Masterchief – 2,000 polygons

      Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it’s not on GC but PS2)
      Snake – 4,000 polygons

      Resident Evil 4, Gamecube, 2005
      Leon – 10,000 polygons

      Jak & Daxter, PS2, 2001
      Jak – 4000 polygons

      Jak II, PS2, 2003
      Jak – 10,000 polygons*

      Lost planet, X360/PC, 2007
      Wayne – 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
      VS robot – 30-40,000 polygons
      Background – ~500,000 polygons
      Peak number of polygons per frame – ~ 3 million**

      Dead Rising, X360, 2006
      Peak number of polygons per frame – ~ 4 million**

      The Legend of Zelda: The Wind Waker, GC, 2002
      Link – 2800 polygons

      The Legend of Zelda: Twilight Princess, GC/Wii, 2006
      Link – 6900 polygons

      Super Mario Sunshine, GC, 2002
      Mario – 1500 polygons
      Levels – ~ 60,000 polygons

      Dead or Alive series, Xbox, 2001-2004
      Character – ~10,000-15,000

      Vitua Fighter 5, Arcade/PS3/X360, 2006
      Character – ~40,000 with diffuse, specular and normal maps
      Background – 100,000 – 300,000 polygons

      Medal of Honour: Allied Assault, PC, 2002
      Character – 4096 polygons

      Project Gotham Racing 3, X360, 2005
      Cars – 80,000-100,000 polygons (interior + exterior), damages add between 10,000 and 20,000 more polygons per car
      Brooklyn Bridge – 600,000 polygons (LOD might be included)
      Manhattan Bridge – 1 million polygons (LOD might be included)

      Gran Turismo 5: Prologue, PS3, 2007
      Cars – 200,000 polygons (probably interior + exterior)

      Midnight Club, Xbox360/PS3, 2007
      Cars – 100,000 polygons

      Gran Turismo 3, PS2, 2001
      Cars – ~2,000-4,000 polygons

      Gran Turismo 4, PS2, 2004
      Cars – ~2,000-5,000 polygons

      Lair, PS3, 2007
      Main dragon plus its rider – 150,000 polygons
      16x16KM scene – 134M polygons (streamed into memory, not loaded at run time)

      Deathrow, Xbox, 2002
      Characters – up to 7,000 polygons – 55 bones – 1024×1024 textures on the bodies and 512×512 on the faces

      Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002
      Characters – ~7,000-10,000

      Mortal Kombat 4, Zeus Arcade Board, 1997
      Peak number of polygons per second – 1.2 million quad patches**

      Mass Effect, X360, 2007
      Sheppard + armor + weapons – ~20,000-25,000 polygons

      Virtua Fighter 4, Naomi 2, 2001
      Jacky – 14,000 polygons

      Virtua Fighter 4, PS2, 2002
      Jacky – 7,000 polygons

      V-Rally 3, PS2, 2002
      Vehicles – 15,000-16,000 polygons (Might count multi-passes)
      Stages – 500,000 polygons

      Kingdom Under Fire : The Crusaders, Xbox, 2004
      Main characters – 10,000 polygons
      Characters – 3,000–4,000 polygons

      Axel Impact/DTRacer, PS2, 2003/2005
      Cars – Base mesh ~12,000 polygons (max LOD)
      Volume Shadow mesh – 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
      Stages – ~200k polygons

      Canned Boss Game Studios game, Xbox, 2002
      Cars – 25000 polygons (highest LOD) – 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
      Backgrounds – 2 or in some cases 3 textures/poly
      Peak number of polygons per second – 30M polygons**

      Half-Life, PC, 1998
      Zombie – 844 polygons
      High Definition pack Zombie- 1700 polygons

      Half-Life, Dreamcast, 2000-2001 (Canned)
      Zombie – 1649 polygons

      Half-Life, PS2, 2001
      Zombie – 2822 (Highest LOD)

      Uncharted: Drake’s Fortune, PS3, 2007
      Main characters – ~20,000-30,000 polygons
      Drake – ~30,000 polygons
      Pirates – ~12,000-15,000 polygons

      Crysis, PC, 2007
      Nano-suit character – 67,000 polygons (uncertain whether it’s an in-game model or not)*
      Characters’ heads – ~2500-3000 polygons
      Characters’ bodies – ~5000 polygons

      *Might be a cut-scene model
      **No precisions whether it’s actual rendered polygons or just the number of polygons sent to transform, pre Z-pass and culling.

      It has always been interesting to me to see how many polygons were used on a certain game model. It’s trivia, in most case, but I like these graphics related trivial tidbits.

      In the above post you are seeing an adv of 3 million polygons per rendered screen. Cgi commonly uses 3 million for cgi fingers let along the whole model. A zbrush artist can produce 60 million polygons very easily. Then it renders in what take mins not second on very high end workstation which are not pcs.

      This simply is not affordable with cheaper meaning sub-$5000 pc configurations and our movie effects are render on computer farms which number in the hundreds and intel has hit the MHz barrier and the gpu will follow suit very soonish.

      Gaming graphics will come down to the artist and not the tech. Just look at galaxies polygon count. Even uncharted art is of a lower polygon count than killzone and everyone aggreed which looked better.

      This will become more visible as the other hd next gen machines must balance cost with artistic ability and good old game play.

  9. Super Jam says:

    Nuclear brings up a good point about what transfer rate would be needed to support four tablets on the Wii U at once wirelessly, but now that I think about it more, it would definitely be able to have a high enough transfer rate for 4 tablets. Why? Well, the Wii U has four usb ports, and from my understanding the tablet can either be used wired or wirelessly. They could feasibly ensure a high enough transfer rate by requiring four different tablets to all be plugged in, but since one of those ports will be used for an external hard drive, they are more likely to make a USB wireless router that plugs into one of those ports. Adding a separate controller-router would solve the transfer rate problem (if there was one). and now the only question remaining is if the graphics card is up for the task. If it was able to display 1080P on the TV whilst sending video to the tablet during the nice looking bird demo at E3, it should at least be able to handle 720P for the TV while having four separate video streams for the tablets, right?

    • Idgod says:

      The controller router would be sold withthe wiiu game pad if that was indeed possible or you could adhoc two wiius together. Better yet I’m sure a 3ds could be linked by way of your home wifi setup. With the 3ds Xl coming it is a circle pad away almost from becoming a wiiu game pad minus the extra screen.

      Give it a year or two and the tech will get an add on by way of the 3ds wiiu fusion of some sort. It seems smash brother will be the first to see this.

      What is cool is some things will be possible on the wiiu game pad that are not ready for 3ds or even vita because online updates are not as fast as the wireless hd wiiu game pad tech. The magic really is in the new game play co op designs.

  10. Dark[byte] says:

    Excelent post, i like your view. The “graphical barrier” is so obvius, enough said. I have many things in mi head about this particular subject and videogaming in general (past, today, and future). Sadly i dont know how clear is the future for Nintendo because the “hardcore gamer” concept is here to stay, and Nintendo is here to stay but only in their own path… they are too proud and confident in their concept about what is gaming (fun!), in the meantime Sony and Microsoft are aiming the gamer just as another con$umer and they have the power to do whatever it needs to make Nintendo useless in the gaming scene. That is already happening… the old so damm good N franchises we all know are nomore the great thing for young kids which in general are more interested in FPS-style games (i found this gaming style more casual that any Wii title). I know they are still god franchises today (now waiting Zelda SS), but is like the time will kill the most of them, i only see franchises like Zelda and Metroid with serious potential to survive (if you pay attention, the 80% of the people who defends Nintendo are old-gamers who growed up with N). Anyway in hardware terms Nintendo is actually surviving making it cheaper, using old(but good) hardware (lot of people hates this kause they feel is not cutting-edge), and they rely in the fact a console is just a console while a lot of people is more interested in have DVD/BLU-RAY, etc playback, like the Sony ad: “Sony does everything” (just shit). To get WORSE… now Wii is not the big deal anymore even for casual players… Sony have Motion (so identical…), XBOX have Kinect… this companys inspired by the high Wii sales now have their on motion controls, (PS3 is like to say a WII-HD), they want a pice of the Nintendo new market cake. And more recently PSP Vita + PS3 is trying to imitate the WII U tablet controller. If this continues like this Nintendo will never have something really special to offer more than be a traditional console and that for most people is not enough and irrelevant, they will survive in a niche market (i want to be part of that) and who knows for how long. See you later!, and sorry bad english.

    • Idgod says:

      The problem is ms and Sony don’t understand what good game play is reguardless of the tech. The super high end will lead to more engineers making art which is boring.

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