Since the interest in the Wii U version of Project Cars is at an all time high, and the developers at Slightly Mad Studios have been so secretive of what the Wii U version will go graphically, besides saying it will "hold it's own", I have done some digging to find out exactly what kind of graphical look we can expect from this version.
These Wii U GPU features I am posting are known by some and have been posted little by little as development has continued on the game, but out of respect for the Beta/Alpha testers that posted these I won't be posting a link on this site. If you really need to know the direct place I got these from, send an email request to my address. However take my word for it, these are definitely correct and are not hard to believe when you consider that the Wii U version was developed first alongside the PC version.
Project Cars Wii U Graphical Features (some CPU as well):
- Multi-threaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT)
- DX11 Lighting and Fog values are rendered per thread
- 11.11.10 HDR format support & 32bit HDR.
- DX11 Support for per MRT pixel formats
- DX11 Lighting and Fog values are rendered per thread
- Small deferred rendertargets are stored in EDRAM
- CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
- Full Tonemapping with Colour Cube correction and Bloom
- Full Motion-blur / Post processing filters
- Full Depth of Field.
- Support for Raw Vertex/Index Buffers (accelerates particle rendering)
- FXAA
- SSAO
- 720p & 30 FPS
- Unity Engine Compiler to convert DX11 features to function on Wii U GPU
So from the looks of these features, the Wii U version will not be missing out on much in terms of graphical prowess. Nice to see some full DirectX 11 finally being used on the system as well.
Hopefully the developer will take notice and reveal the Wii U version soon since it seems to be the one closest to being completed alongside the PC version.


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