I'm not talking about working at all, but working at a certain speed and quality level, so to speak. Like how lots of games ported to the Wii from more powerful systems came lacking features and game modes.How do you know it is? Unreal said it would work, they just weren't going to do it. Nintendo is using Unity anyway, not Unreal.
@rizzod I'm pretty sure everyone here, fan or not, would be happy to see you leave. You aren't making any cases, just insulting everyone.
If, in order to get something working on the Wii, too much would have to be cut out, then they might not bother, like how Team Meat didn't bother putting Super Meat Boy on Wiiware because they'd gave a 50MB limit, and didn't want to cut out a bunch of levels to make the game fit.
http://gbatemp.net/threads/wiiu-clockspeeds-found-by-marcan-wii-hacker.338319/#post-4466329So you think the Wii U CPU is simply way underpowered? MHZ or we talking considering system "bus" and latency here? I remember "Clock cycles are not always equal in terms of what they produce, especially with different architectures." MANY told me, and these are guys with computers that dwarf what is mainstream (talking clearance levels type of networking control and computer work) that the BUS speed and efficiency matter more. I've seen a LOT of debate on CPU of Wii U and hardware, much on other sites (okay to say a common site, like neogaf?)
We don't know all the exact specs, but what we do know is "a higher clocked model from the same family the Wii and GC used"... which is not very modern or fast.