I can give you a list of games that perform better if you like
It was hardly nonsense at the end, if you remember the original subject matter was about how much silicon was in the wii u compared to a £300 laptop as a discussion of cost. The final example I gave was actually of a gpu of superior complexity to that of the wii u gpu. For some reason you then started mentioning performance but PC's never achieve their full potential there for various reasons. The point was though that it couldn't be achieved at £300 but was slightly more at about £350 laptop retail level.
Agreed, they are all plenty powerful. I'm still stunned at current gen games, like GTA 5 for example, and plenty of new Wu games look jaw dropping too.
They don't really matter, all the new consoles are capable of producing beautiful games and people (including me) get too hung up on them.
As I said, I'm not really having a go at those involved in the conversation. I just find, a lot of the time, discussions about specs can be counterproductive. More often than not, as a metric, they're used as a rod to beat perceived opponents with, be it consoles, developers or forumites.
But, of course, I'm happy to acknowledge that there are those that wish to discuss such things because they genuinely have an interest in hardware architecture.
The bananas dude kept posting nonsense over and over, I couldn't help myself
And yeah, Banana Man sure does like relentlessly posting examples of laptop GPUs that are slower than the Wu's
As for the discussion about 176gflops if you'd googled that you would have found that many are saying the wii u simply isn't consuming enough power to have the stated stream processing units on a 40nm process. That's the issue. That's why there is some that believe the wii u doesn't have 352 gflops because it would have to create more gflops of performance per watt than is expected for that generation chip. Once you add the custom wii graphics hardware and the gpu's built in compression system for the wii u gamepad this seems even more unlikely. So there is a real possibility that 352 figure is inflated.
Most of the most ambitious wii u multiformat games so far, Resident Evil Revelations, Assasin's Creed 3 and Black Ops 2 all underperform on wii u compared to 360 and PS3. This can be either lower frame rates, missing graphic detail or effects.
I find it interesting what is inside the wii u just out of sheer curiousity and what can be expected from the wii u in the future. However I'm still annoyed at just how low Nintendo have gone with the wii u specification. Like most others had said though when your programming the gpu at low level and games like Mario Kart are possible you don't really care.
However there are still many who are claiming the wii u is next gen performance when the reality is its a low cost design to match 360 and PS3 either at 176 or 352 gflops both figures are in exactly the same territory as 360 and PS3 when you add both their cpu and gpu performance together as their cpu's are much more powerful with regard gflops. Where as obviously both xbox one and ps4 are above the terraflops performance level.
Watchdogs should be another interesting indicator of wii u performance, some are expecting the wii u to perform clearly between the current gen and next gen platforms but the expected reality based on what has gone before it, is a wii u version very close to or below current gen. Hopefully with wii u development software a bit more mature they can at least match the ps3 and 360 performance level but we will see.
As for Watchdogs, the EG recently had a chat with the Creative DIrector and wrote "And as for the look of the game, Morin expects the PC build to remain the best-looking version, with Wii U's graphical fidelity lying somewhere in between current and next-gen offerings."
Who said anyone is programming at "low level"?
Wii U has an API based around OpenGL..
“The Wii U GPU is several generations ahead of the current gen. It allows many things that were not possible on consoles before. If you develop for Wii U you have to take advantage of these possibilities, otherwise your performance is of course limited. Also your engine layout needs to be different. You need to take advantage of the large shared memory of the Wii U, the huge and very fast EDRAM section and the big CPU caches in the cores. Especially the workings of the CPU caches are very important to master. Otherwise you can lose a magnitude of power for cache relevant parts of your code. In the end the Wii U specs fit perfectly together and make a very efficient console when used right.”
You remind me of vizzini...