The following comments come from Ubisoft Quebec's senior technical architect Marc Parenteau, in relation to the Wii U...
"The multi-core architecture of the console is a natural fit for our in-house HD engines, such as the Anvil engine used in Assassin's Creed. In addition, the large memory capacity of the console will be used to bring performance enhancements, such as pre-calculating data or increasing our cache sizes... Assassin's Creed has a very distintive look, and we want to get it just right. so I'm happy to say that the graphical shaders that are used in development are fully functional. This will allow us to reuse our assets across platforms and make sure that the graphical quality is top-notch."
"Developers with Wii experience will find that there's a familiar set of APIs. New features, such as the multi-core processing are... extend the APIs in a natural way, with low-level but straight-forward calls."
"It's too early to make comparisons with that sort of thing (power compared to 360/PS3). We're still learning how to maximize the usage of the hardware. The hardware is evolving a bit also. The dev kits are not final, so there's still some before the actual... uh... before we can make comparisons. And you have to understand, we've been working on other engines for a long time so we need some time to catch up and get up to date on what we can do with the hardware. So to compare now wouldn't be fair."
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"The multi-core architecture of the console is a natural fit for our in-house HD engines, such as the Anvil engine used in Assassin's Creed. In addition, the large memory capacity of the console will be used to bring performance enhancements, such as pre-calculating data or increasing our cache sizes... Assassin's Creed has a very distintive look, and we want to get it just right. so I'm happy to say that the graphical shaders that are used in development are fully functional. This will allow us to reuse our assets across platforms and make sure that the graphical quality is top-notch."
"Developers with Wii experience will find that there's a familiar set of APIs. New features, such as the multi-core processing are... extend the APIs in a natural way, with low-level but straight-forward calls."
"It's too early to make comparisons with that sort of thing (power compared to 360/PS3). We're still learning how to maximize the usage of the hardware. The hardware is evolving a bit also. The dev kits are not final, so there's still some before the actual... uh... before we can make comparisons. And you have to understand, we've been working on other engines for a long time so we need some time to catch up and get up to date on what we can do with the hardware. So to compare now wouldn't be fair."
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