Wii U’s controller is already under much criticism today few games showed any innovative uses for its extra screen at today’s E3 show. — mostly we saw it used as a scanner, inventory manager, or map display. But now two other annoying details about the Wii U GamePad are bringing more grief to the big tablet.
First there’s the news that its battery lasts only 3-5 hours depending on brightness, and takes 2.5 hours to recharge. Someone get Nyko on the phone for an upgrade please.
And we’re also hearing that when you use two GamePads, the framerate for the two tablet screens drops from 60FPS to 30FPS, which isn’t surprising but still unfortunate.
Some other random info out there regarding the Wii U GamePad: it has a geomagnetic sensor (no idea what this is), it weighs 1.1 lbs (.34 lbs lighter than a new iPad), and it charges with a cradle (which might be this?).
Argetlam said:Did anyone see the BattleQuest Zelda minigame? I think it looks like a fun game and a nice way to wait for the next full Zelda game. If anyone hasn't see it, check it out here:
http://kotaku.com/5915950/this-is-how-nintendo-lands-zelda-game-works
And I wish that Majora's Mask trailer was real too
Rusticks said:My one thought when I saw this was "WHY CAN'T I HOLD ALL THIS GOLD?"
Zorua said:What's tomorrows conference about?
Main Application Processor
PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.
Main Memory
Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video
Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.
Features
Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio
Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.
Networking
802.11 b/g/n Wifi.
Peripherals
2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.
Built-in Storage
512MB SLC NAND for System.
8GB MLC NAND for Applications.
Host PC Bridge
Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.