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Member
(11-19-2012, 12:42 PM)
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WiiU technical discussion (serious discussions welcome)
#1
Ok, I think it's about time we tried to put all known Wii U specification things into its own thread and try to have a civil discussion.
Hard facts (either publicly disclosed, or a non-public leak which can be vouched by somebody trustworthy on this very forum):
Immediate logical implications from the above (i.e. implications not requiring large leaps of logic):
credits:
Last edited by blu; 02-18-2013 at 11:04 AM.
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Member
(11-19-2012, 12:51 PM)
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#3
As a buyer, not so much. |
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Yes, it's the surprising adventures of me, Sir Igby Chicken Caesar
(11-19-2012, 12:53 PM)
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#4
I think nintendo sent developers a checklist that asked, how much ram they would appreciate and failed to mention how slow it will be. Non the less, i'm sure 1st party nintendo will still figure out a way to make load times virtually non-existant. Retro i'm looking at you.
Does anybody know how quick the proprietary Blu-ray reader and discs are on the wii u? |
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Member
(11-19-2012, 12:55 PM)
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#6
Good OP. The memory configuration is a very differant approach to current gen consoles. It seems nintendo went with a slow RAM for none vital code and super fast ram for vital code. My guess is they dump everything into the DD3 and then stream out the necessary bit's in to the Edram (the low latency between the DD3 and the Edram seems to indicate this). This approach could be why there are long load times on certain things. Is differant from the current gen and devs probably aren't used to it yet. Current engines certainly are designed for it and will require a fair bit of tweaking.
However what must be remembered is mature, current gen engines are running on the machine and are pretty comparible with 360/ps3 performance. |
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Member
(11-19-2012, 12:56 PM)
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#7
But if I were Nintendo, I would have done the same thing. Being able to play your old Wii games is a big selling point. Just like DS BC on 3DS. |
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MrArseFace
(11-19-2012, 12:58 PM)
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#10
what kind of level of performance increase should be expected from the MCM layout of the CPU/GPU, and the edram?
Do we have any idea of the likely bandwidth of the edram, or how much control developers have over how to access it? i.e can a developer optimise for internal traffic directly between CPU(and cache)-GPU-edram, avoiding hitting main memory as much as possible, and how much could that increase potential performance? btw, nice topic. Paging Durante, Fafalada and Panajev |
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Member
(11-19-2012, 12:59 PM)
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#11
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Member
(11-19-2012, 01:00 PM)
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#12
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Member
(11-19-2012, 01:01 PM)
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#13
But it makes all the sense for Nintendo. There are 96 million Wii's in the wild, many of them owned by casual/family/not GAF gamers. Backwards comparability is a big thing, especially for the type of base the Wii had. |
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Member
(11-19-2012, 01:05 PM)
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#15
I really wonder though, how much use do people actually get out of the BC on Nintendo consoles (not handhelds). For me, and I'm pretty sure the majority of gamers, the star attraction of any Nintendo system is the first-party software, which tends to be part of long running franchises. So there's usually a newer version for any older title to compete with for your play-time?
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lapdance transform pants
(11-19-2012, 01:07 PM)
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#16
My questions are:
1. How much of the actual specs differ from the specs provided in "final rumored specs" thread? 2. What is better or worse than what was assumed? 3. How good/bad is it compared to other consoles? Can't wait for some comparison screenshots/videos! |
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Member
(11-19-2012, 01:16 PM)
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#18
BC is definitely important, but price was obviously the biggest consideration in my opinion. Nintendo chose to make the GamePad's wireless display tech work as best as possible. That and the fact that they added a ton of features to the GamePad made them make a lot of cost cutting measures to the actual console. Add BC to the mix (which is a requirement), and it got messy pretty fast.
Now we have a console that is evidently harder to port game to than previously thought, with a lot of bottlenecks that need to be dealt with. Nintendo and a handful of other Wii U-only developers will work around these issues and will at some point give us games that look better than most PS3/360 games, but most other devs won't really bother, especially if the sales are not there (and why would they?). That means more shitty ports or at least ports that don't really perform that better than the 360/PS3 version. And a year after PS4/Durango are released, well.. it will only be a little better than what the devs did with the Wii. So once again, this will probably be another Nintendo machine people should only buy for Nintendo games and a few exclusives here and there, and it will probably suffer from some long barren periods. It's been like that since the N64 anyway, so yeah.
Last edited by NSider; 11-19-2012 at 01:30 PM.
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Member
(11-19-2012, 01:21 PM)
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#21
BC is always great and when I do pick-up the WiiU I'll probably use the BC to some extent (will still need Wii for GC games).I still would've sacrificed it for better architecture and hw, but understand why Nintendo did not. |
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Banned
(11-19-2012, 01:23 PM)
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#22
This statement has no factual basis. Reading the other thread and following the extreme minority of posters who sound like they know what they're talking about - it's clear. I'm not sure it's "evidently harder to port games to" either. It might not be advisable to judge the system off of late ports put together by third party skeleton crews.
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aka Kbsmoker
(11-19-2012, 01:32 PM)
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#26
GPU aka GPGPU
r700 based at 40nm We have performance per watt figures for a r700 base gpu at 40nm. 4770 at 40nm is 12 glfops per watt is 137 mm² die with 826m edram takes up at least 37 mm² and the wiiu gpu is 156 mm². That leaves at most 100-110 mm² for the gpu. Since you have other thing on the die also. So now we have the power number, gpu on 40nm process and still a r700 based. Man I called all of this.... If you used the whole 33 watts for just gpu you are looking at 396 gflops which is impossible. More likely using 20-25w at most for gpu, so you have a range of 240 - 300 glfops. Xbox 360 and ps3 are 240-250 gflops. My copy/paste from the anandtech thread
Last edited by USC-fan; 11-19-2012 at 01:34 PM.
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Member
(11-19-2012, 01:35 PM)
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#28
The Wii U definitely has some strong points when compared to the PS3 and 360, but it won't be a lead platform for almost any multiplatform title. This trend of sub-par ports will continue. |
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Pure Life tonsil tickle
(11-19-2012, 01:36 PM)
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#29
I believe I read on another forum where a incognito dev alluded to the CPU being 3 core single thread/core. Narrows down what we could be looking at in Power-based CPUs. I don't take that as fact, though, because I'm not sure the software we're looking at could run so well on a weak CPU, unless it was clocked high.
Might be closer to the "3x Broadway clocked 3-4x" though. Based on the die size, we're probably looking at R730+eDRAM/Northbridge. No way a R740 could fit there with eDRAM. It has to be a RV730 retrofitted to interface with DDR3. Overall, you're looking at a system that may be slightly weaker than the 360 and PS3 in brute strength and speed IMO. It's more modern so things might look cleaner in pics, though. Wii U should have superior texturing and filtering, at least. But right now you could not budge my mind to think otherwise. It wouldn't be capable of running the 360's and PS3's best. At a playable framerate at least.
Last edited by The Abominable Snowman; 11-19-2012 at 01:44 PM.
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(11-19-2012, 01:36 PM)
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#30
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Junior Member
(11-19-2012, 01:42 PM)
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#32
As a side note, R700 GFlops =! R500 GFlops, you can't really compare them in that manner... |
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aka Kbsmoker
(11-19-2012, 01:43 PM)
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#33
glfop = glfop is another debate. But nothing in the world is going to get you anywhere close the 600 glfop like other have spoken likes it a fact on here.
Last edited by USC-fan; 11-19-2012 at 01:49 PM.
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Member
(11-19-2012, 01:45 PM)
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#34
So where are we sitting with these specs? There are devs if I remember correctly saying wiiu was more powerful and some claim less powerful than current hd consoles. It's confusing, because of the support the wiiu has right now in some of those choppy ports...makes me wonder how it's going to fair down the road. Either way, what I can't play on wiiu I'll play on my shiny new ps3.
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Member
(11-19-2012, 01:52 PM)
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#35
this should be added to the OP |
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Member
(11-19-2012, 01:56 PM)
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#37
In total but only 1GB can be accessed by games. Other 1GB goes to OS and is not accessible by games. In time perhaps Nintendo will find a way to reduce OS footprint (PS3 was reduced from 120 to 50 MB in 2009.), but for now it's pretty massive.
Last edited by jaosobno; 11-19-2012 at 02:02 PM.
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Member
(11-19-2012, 01:58 PM)
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#38
Blu, since you are one of the few sane people that actually know what they are talking about, do you have any ideas as to how Nintendo expects developers to put the puzzle together, so that the so called bottlenecks (such as BW for instance) can be overcome to output games of 360+ quality?
If i read the statements from Shin'n, they seem happy about the way the memory is set up, about CPU/GPU balance etc... yet what nitwits like me are seeing in those numbers, it's looking anything but optimistic. I mean it can't be as simple as slapping on 32 MB of eDRAM on there, right? Which is only a 22 MB increase over XB360. |
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Member
(11-19-2012, 02:00 PM)
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#39
Which makes the slowness/loads of the system menus even more embarrassing.
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Member
(11-19-2012, 02:02 PM)
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#40
I know current consoles only have about 512, but they are almost six years old. Is 1GB going to be enough? I really doubt it. But then again I am not that technically minded. A lot of current PCs have upwards of 12GB memory don't they? I know it isn't a fair comparison, but still... |
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Pure Life tonsil tickle
(11-19-2012, 02:04 PM)
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#42
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Member
(11-19-2012, 02:07 PM)
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#44
MS and Sony push their hardware through games alone. |
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Member
(11-19-2012, 02:07 PM)
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#45
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Member
(11-19-2012, 02:09 PM)
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#46
Take BF3 for example.... for it's Max settings it requires 4GB of RAM. Bare in mind that a good chunk of that is going to be required for running the OS etc while the game plays. |
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Member
(11-19-2012, 02:10 PM)
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#47
This is what concerns me. When the new Xbox and PS consoles come out and are comparable in power. The Wii U is going to have to take over the market for devs to give a damn about it.
At the very best you'll probably see crap ports of games built for other systems. |
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(11-19-2012, 02:13 PM)
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#49
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Junior Member
(11-19-2012, 02:14 PM)
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#50
It's a parallel line of succession, and it's important to remove the talk of R700 from the Wii U, as it's likely not using such an expensive chip when cheaper alternatives have become available (and were available shortly after talk of Wii U began) N800 "mario" is likely more efficient than R700, seeing how Nintendo likes to modify their hardware, it's going to be hard to fit into R700 line at all. (thus N800) as for the 600GFLOPs comment, it's still possible seeing as how AMD achieved a 118mm turks GPU with 576GFLOPs and a 35watt (with 1GBmemory) @40nm. e6760 (which is a R800 chip granted, but does lend itself to the possibility that "mario" is still ~600GFLOPs)
PSU is 75w at least before release that was the confirmation. I haven't heard it was changed. HOWEVER the tech isn't outdated, it seems to be new tech designed around a small electrical footprint, this is the direction Nintendo is going. I don't see it as a 1080p console anymore though, the ram is far more fit for 720p.
Last edited by z0m3le; 11-19-2012 at 02:27 PM.
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