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Shin’en To Reveal Their New Wii U Projects This Fall

wii_u_console_and_controller

Shin’en Multimedia are strong supporters of Nintendo’s latest home console, Wii U. Thankfully, that means that they are working on brand new projects for the system which will reportedly be shown sometime during the fall. There are currently no hints regarding what it is they’re working on, but it’s bound to be something exciting. What would you like to see Shin’en develop for Wii U?

“We will post information about our new games for Wii U in the fall.”

Thanks, SortableShelf19 and Angelixshadow

51 thoughts on “Shin’en To Reveal Their New Wii U Projects This Fall”

      1. Nano Assault Neo was one the best indie title I’ve ever played. Although the memory size is small, but this game packs a megaton!!!!! The Survival mode makes me want to play this game even harder.

        1. I will buy it eventually as I don’t have enough resources right now…

          It reminds me of a game called “Bio-Hazard Battle” for the Megadrive which was one of my favorite games ever…

            1. I have been loyal to Nintendo 5 times longer than for the Sega Kingdom so it wouldn’t make sense…

              Although I wasn’t loyal to the Segans either…

    1. hahaha your comments are always the best! i love when you do that “tribe, empire, electrons, xbots, sonyans”… haha

  1. how can you not know who shin’en is there the guys doing all the pro wiiu talk and specs breakdown there cool as fuck

    they been letting rip about wiiu MCM and edram just the other day

    1. Well they have been profitable (im assuming) on both 3DS and the U!!! And I look forward to see what they bring the the Wii U. It was the first anything I purchased for the U!

  2. Lately, and really all along, there has been some confusion as to just how the large amount of eDRAM (32mb) fits into the Wii U memory hierarchy, and just what advantages the huge amount gives the Wii U. For those who don’t know what eDRAM is, a quick and simple explanation. At base, eDRAM is high density, very, very fast Random Access Memory that is actually embedded on to the chip that it services. Our friends at Shin’en, whom we feel understand these things as well as anyone in the business, have been so gracious as to offer the gaming world what they describe as the General Impression they have of Wii U eDRAM.

    Manfred Linzner of Shin’en:

    ‘Wii U eDRAM usage is comparable to the eDRAM in the XBOX360, but on Wii U you have enough eDRAM to use it for 1080p rendering.

    In comparison, on XBOX360 you usually had to render in sub 720p resolutions or in mutliple passes.

    Even if you don’t use MSAA (MultiSample Anti-Aliasing) you already need around 16Mb just for a 1080p framebuffer (with double buffering). You simply don’t have that with XBOX360 eDRAM. As far as I know Microsoft corrected that issue and put also 32MB of Fast Ram into their new console.

    We use the eDRAM in the Wii U for the actual framebuffers, intermediate framebuffer captures, as a fast scratch memory for some CPU intense work and for other GPU memory writes.

    Using eDRAM properly is a simple way to get extra performance without any other optimizations.

    In general, development for Wii U CPU+GPU is simple. You don’t need complicated setups or workarounds for things like HDR(High Dynamic Range)or linear RGB (Color Modeling). What we also like is that there are plenty of possibilities for speeding up your rendering and code, but you don’t have to dig deep for them to get proper performance.

    For instance, all of our shaders used in ‘Nano Assault Neo’ are not really optimized. We just used the first iteration of them because they were already fast enough. We looked later through the shaders dis-assembly and noticed we can make them 30-40% faster by better pipeline usage or better hints for the shader compiler.

    As ‘Nano Assault Neo’ never had a problem running at 60fps (including a 2nd screen rendering at 60fps on the GamePad) we didn’t have to do that kind of optimizations back then. For CPU usage ‘Nano Assault Neo’ only used the main CPU core. The two other cores were almost idle, beside a few percent used for our audio thread.

    So all in all ‘Nano Assault Neo’ only used a fraction of the currently available resources on Wii U and looks and plays quite nice. And for the future, don’t forget that in many consoles, early in their life cycle, not all resources were already useable or accessible via the SDK (Software Development Kit). So we are sure the best is yet to come for Wii U.’

    _____________________________________________________________

    Nano Assault Neo is available at a great price on the Nintendo Wii U eShop, you should check it out today! Look for more game announcements from the Developers at Shin’en Multimedia this fall!

  3. 1080p dubble buffered = 16mb wiiu has 32mb plus 2mb plus 1mb fast ram on gpu total 35mb

    shin’en talking truth vs industry anti wiiu BS

    1. well they did the cult favorite FAST racing league, otherwise they haven’t done much that has gotten much publicity…

    1. FAST and the Nano assaults were forgettable? Sure they haven’t done much else not worthy but these guys do have talent

    2. yes id say very forgettable

      as in heavy rain-uncharted 123-resistence fall of man-sackboy-playstation all stars i think im smash bros-killzone

      i wonder if nano assult is as UNPROFITABLE TO likely not

      imagine trying to play nano on non nintendo analog sticks SLOPPY MESS NO THANKS

  4. They said they wouldn’t make a Nintendo IP even if they were asked. They said they are looking to establish their own franchises first.

  5. They did FAST: Racing League for WiiWare. It was a pretty nice game, judging by the demo.
    I would love to see them making a F-Zero, since both games are similar in style, but it’s unlikely. It’s probably FAST 2.

  6. Pingback: Shin’en Says They Are Working On Second Generation Wii U Engine | My Nintendo News

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