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Tue 6th Aug 2013

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wario007 commented on Digital Foundry Pins Down Mario Kart 8's Resol...:

LMFAO at DF……sad that Mario Kart 8 has been OBLITERATING Watchdogs pre orders all over the world, and also sad that Watchdogs is 900p and 30fps and not 1080p 60fps like Ubisoft promised their team now release this?LMFAO!!
Never seen so much sadness in gaming!!
Just as Watchdogs graphics are way reduced that what was promised DF try and destroy Mario Kart 8?
The comments on other sites about DF are hilarious!!
Tone it back, please, you're taking things a bit far — TBD



wario007 commented on Latest Project CARS Trailer Shows Off Stunning...:

Project CARS to Showcase “The Hidden Power the Wii U Has”

Tudor was asked by Gaming Bolt whether or not the lower specs of the Wii U compared to Xbox One and PlayStation 4 would ultimately affect the gorgeous racing game on the platform. Here’s his reply:

“No, if anything I think it’ll showcase the hidden power that the Wii U has. There’s no equivalent of Project CARS on Wii U, yet we hear the shouts from Nintendo fans loud and clear that they can’t wait to get their hands on this kind of experience so we hope to make them proud with the quality of the visuals.

“Sure there are maybe more stringent technical constraints but the same core experience will remain, plus additional features that take advantage of the controller’s unique second screen and touch interface.”



wario007 commented on Exclusive: Nintendo Developing "Virtual U" VR ...:

Although the first April, I think this is great, Nintendo Game are poor and thus, no games, the Wii U is not a banana and a nice even toy with poor players in this way, when they already like all the poor .... shame on you!



wario007 commented on Leaked Ubisoft Games Confirmed, but Skipping N...:

You should be happy a lot of these games skip the WiiU. Aliens colonial marines, imagine the over one million people that bought that worthless game! Then there was bioshock infinite, that faded into obscurity like it wasn’t touted as the greatest thing since sliced bread lol. Crysis 3, 5 hour game at $60 are you kidding me. Next year shall be great for the WiiU. Sony is skipping Japan for 6 more months, guess who has games they can shock the world with; that being with Nintendo directs and game splashes until february 2013.



wario007 commented on Splinter Cell Blacklist Wii U Version's Perfor...:

1 hour ago
What a crock of poopiedoodlecacadingleloviepoops! the wiiu version is native 720p and upscales to 1080p, and is also fully vsync, so no ugly screen tearing like on PS3 and 360, also both PS3 and 360 render at sub hd resolutions, and when you play splinter cell stealthy like your supposed to the wiiu version runs a steady 30fps, even when you play run and gun the frame rate drops are for a second or two and then goes back up, and so is not so noticable in game, the PS3 and 360 versions have 20% torn frames! LOL and its damn ugly! strange that in pictures of wiiu vs 360 the wiiu version has more crisp,clean higher res textures! couple all this with EXCELLENT gamepad integration, and its clear to see the wiiu version by far is the definitive console version of splintercell blacklist!

The load times are longer on wiiu but to be fair both the HD twins have installs, the wiiu version runs off the disk with no installs, curiosly i would love to know if the digital eshop version of this game loads faster from a hard drive,its one of nintendo's many flaws with the wiiu, they should have included atleast 80gb hard drives with every sku,and had mandatory or optional installs, this would improve load times allot, lego also had terrible load times!

Anyway ubisoft need to be praised, they are one of the few western publishers who have supported wiiu from launch, AC3 was also a good port from a new console,need for speed was the best on wiiu,rayman legends is easily best on wiiu, splintercell for consoles is also best on wiiu, this is good!

Wiiu owners should all go out and buy this,show support to good third party ports people,and buy rayman too! its a shame more developers dont use that whole 1gb of ram the wiiu has,once developers start using all the ram and offload cpu tasks to the gpgpu i am sure wiiu games should be substantially better then current gen consoles!
i own and game on all platforms including a gaming pc, the wiiu is underestimated trust me, it is very capable, its nice to see developers who utilize the hardware, we are getting games this good quality in only year 1,what till we are in year 3 and 4,wii u will shock allot of people! For me my PS4,PC,and WiiU will do great!!!!



wario007 commented on Iwata Looking To Return To "Nintendo-Like Prof...:

Good Good news for the Wii U peeps.

got some news guys, from the project car log:

Build 531 (2/8/13)

  • WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
  • Add GX2Invalidate queueing for command-buffers
  • WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs

Build 527 (29/7/13)

  • SpotShadow rendering fixed to honour renderthread
  • WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT). Fix for build bot errors
  • Fix yet more missing variant MAX_RENDER_THREADS WiiU defines
  • Fix for missing _renderthread parameters is shadow rendering
  • WiiU – fix for various missing MAX_RENDER_THREADS variants in helpers
  • WiiU – fix for various missing MAX_RENDER_THREADS variants

Build 525 (25/7/13)

  • WiiU SRGB handling fixed up. GUI and Renderer Colour levels now match PC
  • WiiU F1 Debug Menu Rendering – direct to texture colour value fixes
  • WiiU – Int shader parameter support. (fixes problem with glass shader/wipers)

Build 524 (24/7/13)

  • WiiU: First pass of keyboard support
  • WiiU deferred helper – use 11.11.10 HDR formats for phase3 targets and also place in MEM1
  • WiiU CPU profiler support + moved injection to be in the pre post link step on the elf (not the rpx, as was previously the case)
  • WiiU – implement shared RenderTarget/Texture support. Also fixed up support for Volume textures

Build 523 (23/7/13)

  • WiiU remove MessageBox.cpp from Unity build (was removed from project)
  • Added WiiU keyboard lib to linker inputs
  • WiiU fix for new compile error with latest
  • Optimisation on the rendertask processing. (big help on WIIU)

Build 522 (23/7/13)

  • Input: Added stubbed version of input for use when MWL_BASE_INPUT_ENABLED is not defined. Currently only a few calls are stubbed
  • WiiU: Added w-i-p update of BKeyboard support for WiiU
  • BDbgAssert: Updated macro to avoid a function call each time it is invoked
  • WiiU – fixed environment map setup to render all dynamic envmap faces every frame
  • WiiU various thread assignment fixes (moving to Core 0 or 2 to offload work from the main core). Physics thread/controller – add missing setup and set various PC define paths

Build 520 (19/7/13)

  • WiiU: Fixed bugs in first pass timer code
  • WiiU: w-i-p update to keyboard support
  • WiiU Disable specular irradiance on WiiU.
  • Misc other missing platform defs for WiiU
  • WiiU fixup 11.11.10 HDR format support
  • WiiU don’t use linear textures for diffuse irradiance map
  • WiiU Envmap uses 32bit HDR. Small deferred rendertargets are now in EDRAM
  • WiiU FXCompilerWiiu pass ‘-m’ to SLConvertor for Column major support.
  • WiiU support for double speed Z only rendering
  • WiiU GUI Text RenderTarget now uses EDRAM
  • WiiU various minor renderer fixes (spot shadow size, release texture compile fix, rendertarget coherency)
  • WiiU – Fix Primitive Culling (wasn’t incorpoating translation)
  • Updates to release/gold WiiU configs. Set warnings as errors
  • WiiU half pixel offset shader fixes

Build 519 (18/7/13)

  • WiiU – disable SSAO in Main Menu for now until this get implemented
  • WiiU light primitive rendered now works correctly.
  • WiiU fix Vertex Colour D3D format conversion
  • WiiU Samplers now use high precision
  • WiiU – phase1 rendertargets now in MEM1 + fix forceMSAA setting.
  • WiiU – various clear and rendertarget setup fixes
  • WiiU – add platform specific shadowing shader path
  • WiiU another fix for centroid texcoords causing vertex/pixel shader binding failures