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Member
(11-18-2012, 08:22 AM)
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#51
Well, I kind of expect having MORE can, when used appropriately, balance out being a bit slower, but it will almost certainly not be much help against the next Xbox/PS. |
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Member
(11-18-2012, 08:22 AM)
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#53
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Member
(11-18-2012, 08:23 AM)
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#54
I don't think he mean literally half in terms of capacity, like those in the speculation thread who thought there would be physically separate memory buses for games (GDDR5) and the OS (DDR3). I think he's just saying the main memory bus is only half the story when you consider the embedded memory's contribution to the overall design.
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Cranky. Very cranky.
Rather sarcastic to boot. (11-18-2012, 08:26 AM)
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#59
interesting, because i thought nintendo was big into having fast parts in their console even if they weren't the most powerful. kind of harkening back to the n64 and the supposed reason of choosing carts over discs due to load times.
Last edited by AniHawk; 11-18-2012 at 08:29 AM.
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Member
(11-18-2012, 08:28 AM)
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#61
"GDDR3" is a separate technology altogether.
Last edited by AlStrong; 11-18-2012 at 08:38 AM.
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Member
(11-18-2012, 08:28 AM)
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#62
Let's hope they haven't cheapened out on their eDRAM and that it's more flexible than the type in the 360.
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Member
(11-18-2012, 08:29 AM)
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#68
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Member
(11-18-2012, 08:29 AM)
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#70
The setup's also important but yeah, odd choice of RAM.
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Member
(11-18-2012, 08:31 AM)
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#74
We'll have to see what they are doing with the edram, as this is a fairly different choice for them as far as RAM is concerned.
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Member
(11-18-2012, 08:31 AM)
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#75
The eDRAM will only be large enough to store the render buffers (frame buffer, some textures, vertex buffers, etc), 99% of the game will be on this slow as hell main memory.
Like many people said already, the difference to whatever Sony and Microsoft put into their new consoles will be brutal. |
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I'm taking it FROM here
(11-18-2012, 08:35 AM)
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#80
First of all, there are 2 separate metrics of interest for memory (well, there are even more, but these are the most important): bandwidth and latency. Both of those impact a huge variety of algorithms and general things a CPU or GPU might do. Generally, bandwidth mostly affects the speed of streaming computations (like those you might find on a GPU or n a CPU using SIMD), while latency mostly affects code that traverses data structures in memory (e.g. lists or trees) -- which is a lot of what any program does. Basically, almost everything is affected to some degree by memory speed.
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Fetishing muscular manly men in skintight hosery
(11-18-2012, 08:35 AM)
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#82
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Member
(11-18-2012, 08:36 AM)
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#84
I thought the 360 used gdddr3 ram aswell? Why are people saying its ddr3? On the samsung page it says it's GDDdr3 not ddr3.
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(11-18-2012, 08:37 AM)
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#85
Nope. Textures don't require much bandwidth. Regular setups need fast RAM for shit like render targets, but those should be stored in eDRAM on Wii U as far as we know, so I don't think the bandwidth will be an issue. If developers use it correctly that is.
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Member
(11-18-2012, 08:37 AM)
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#86
How much data can be used by game for example textures and how fast can it display.
For example Gta4 without mods on high with 1600x900 resolution takes more than 1GB of Vram. What this mean is that Wii U can't play GTA4 on very high settings and games like Crysis2 on high is also out of question. |
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Member
(11-18-2012, 08:39 AM)
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#92
For one 2GB memory stick can be bought for 10 bucks for a DDR3 1066 speed.
http://www.newegg.com/Product/Produc...8PC3%208500%29 |
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Member
(11-18-2012, 08:40 AM)
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#98
Muskin in that link 10 bucks 7,7,7,21, what timings would the Samsung memory in Wii U have? |
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Fetishing muscular manly men in skintight hosery
(11-18-2012, 08:41 AM)
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#100
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