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Member
(11-19-2012, 02:20 PM)
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#51
You could always limit the amount of max open tabs.
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Junior Member
(11-19-2012, 02:23 PM)
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#52
I feel like we need a separate but equal Wii u thread on this board. Not that I don't want to hear criticism but I need level headed criticism. In trying to make game decisions. I watched a video of cod and saw a good game. I worry the push for tech prevents people from being level headed about the difference between excellent graphics and good graphics. Reading the other thread, I got the impression that most third party games are dog shit and shouldn't be bought for any reason.
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MrArseFace
(11-19-2012, 02:29 PM)
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#54
2) shut the browser down all you have to store is the current tabs' URLs, you can resume from there. |
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He's not our sharpest knife. In fact, he's one of our dullest.
(11-19-2012, 02:29 PM)
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#55
The question shouldn't be how much ram do cutting edge games currently require, but how much ram will they require in 5 years. The Wii U looks like it will end up being as woefully under-powered as the original Wii was. :(
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Member
(11-19-2012, 02:30 PM)
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#56
Any news that we could get more in depth analysis of WiiU this week? CPU and GPU details are still very obscure and reviews are very general in their description of hardware.
Although, Nintendo could just cut the crap and provide us with the final specs. We're gonna get them anyway. |
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I'm taking it FROM here
(11-19-2012, 02:33 PM)
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#57
But generally I think discussing software issues (or the lack thereof) should be kept out of this thread, let's focus on the hardware.
Last edited by Durante; 11-19-2012 at 02:35 PM.
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Member
(11-19-2012, 02:34 PM)
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#58
Those hard facts are in the 'leaks vouched by gaffers' category. And I personally vouch for those two. You can take them on faith, or reject them, but I'm not at liberty to reveal the sources.
Last edited by blu; 11-19-2012 at 02:36 PM.
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PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 XBOX PS4 PS4
(11-19-2012, 02:34 PM)
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#60
I was wondering the same. I can see why the GPU would have access but not sure if the CPU would have direct access.
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Member
(11-19-2012, 02:35 PM)
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#61
Great OP blu.
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Member
(11-19-2012, 02:36 PM)
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#62
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(11-19-2012, 02:36 PM)
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#63
There were plenty of nice looking Wii games released but nearly all of them were compromised by the awful Wii video output. The low resolution and poor video DAC resulted in ugly, blurry image quality across the board. When those same games were viewed using Dolphin running at a higher resolution, however, many of them became quite attractive. So with the WiiU now able to output in HD resolutions we have removed the awful 480p barrier which limited the original Wii. Even if Nintendo were to release games pushing visuals no more advanced than what they delivered on Wii, at least the image quality could be much cleaner. That alone will make a huge difference, I think. |
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Junior Member
(11-19-2012, 02:38 PM)
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#64
Probably an obvious question - it seems the tablet recieves a compressed feed from the console, so I assume that it's screen is also rendered by the primary GPU (especially if they share assets etc)... is it likely that the framebuffer etc for the tablet is also stored/managed in the eDRAM?
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Member
(11-19-2012, 02:39 PM)
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#66
I know they are starting to show their age a bit, but I'd hardly call them "woefully under-powered" especially when they are still knocking out games like Halo4. |
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Junior Member
(11-19-2012, 02:43 PM)
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#68
1080p is a bit over 2.25 this number, so you are looking at ~3.75GB of Game RAM needed for 1080p to match just 1.5GB RAM for 720p. It might not work out this way for Nintendo, but they are likely expecting 3rd parties to release 1080p versions of their Wii U games on PS4/XB3, which if ~500-600GFLOPs of GPU power is available to the Wii U, a similar game running 1080p would need 1.5-1.8TFLOPs form the GPU. This is not talking about any other bottlenecks a system comparison would likely have, but without real numbers for Wii U, and completely imaginary numbers for other "current gen" consoles. (they can change and be finely tweaked at this point even if I had a dev kit in front of me) |
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Member
(11-19-2012, 02:43 PM)
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#69
I have some questions regarding the system:
MiiVerse: I can access it via the main menu. However when I'm in-game and try to post something to MiiVerse, it says to go and configure it first. What gives? Am I missing something? WiiMote pointer: Can I use the WiiMote to point at the screen in the main menu for example? I don't want to use the Wiipad at all times, especially when I'm playing coop Mario with my wife. I know I can use the + to navigate but it feels like using a mouse only for its buttons. Also, I wasn't able to play the Zelda minigame in NintendoLand since it wanted me to point the WiiMotes at the screen but even as I was pointing, it didn't seem to register it even though the sensor bar sits on top on my TV and I was pointing at the right place. Thanks to anyone that can answer me. |
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I'm taking it FROM here
(11-19-2012, 02:44 PM)
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#70
However, I could imagine that games could try to optimize their eDRAM usage by only keeping things like that in the eDRAM for a fraction of a frame, and put other data in afterwards. |
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Member
(11-19-2012, 02:50 PM)
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#71
So, eDRAM is used as sort of ultra high speed buffer for data transfer between CPU and GPU? So where is the framebuffer? In eDRAM too?
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I'm taking it FROM here
(11-19-2012, 02:52 PM)
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#72
Talking about the eDRAM, can we agree that its use is basically required just to achieve parity with PS3/360? Because if so, then I can't imagine that being a very good thing for developer support. In the end it boils down to manual caching / memory management, which was very unpopular on PS3. Clearly it's easier to deal with a single 32 MB buffer than 6 256 kB buffers, but the central idea is still that of a user-managed scratchpad memory.
Now, personally, I love that idea and the associated programming challenges and opportunities (and loved it back in Cell, and when doing GPGPU), but I wonder if the general game developer mindset has changed enough to make it viable as a central pillar of a system's design. I wish we had the exact bandwidth/latency of the EDRAM to GPU and CPU. |
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GAF's Bob Woodward
(11-19-2012, 02:52 PM)
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#73
It would be pretty disappointing if the GPU was in the 1.x range of PS3/360 rather than 2+x at least. Where are the folks with supposed 'insider knowledge'? |
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Member
(11-19-2012, 02:52 PM)
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#74
From a tech standpoint I'm more interested in the game pad. What do we know about the thing at this point? Is it the frequency range that is the cause of performance degration over walls or something else? What's the prospect for range extenders in the future?
Last edited by muu; 11-19-2012 at 02:55 PM.
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I'm taking it FROM here
(11-19-2012, 02:54 PM)
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#75
I think it can be a bit faster than that, if it's lower clocked / lower voltage but wider. Remember that power consumption scales linearly with die size but quadratic in voltage. Also, the 33 Watts are for NSMBU, it would be nice to have a measurement for something slightly more challenging such as Zombi U.
Still, the pre-release 600 GFlop rumours are now very unlikely. |
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Member
(11-19-2012, 02:58 PM)
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#76
Great thread blu! Hopefully the amount of shit is kept to a minimum in this thread.
One thing I've always been curious about is the one dev comment saying the CPU has less threads than the CPU in the PS360. So I'm curious if each core is one thread or if maybe the one CPU with the larger cache is possibly dual threaded while the other two cores are single threaded equaling 4 threads total and still less than the CPUs in the current console.
Last edited by KageMaru; 11-19-2012 at 05:08 PM.
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Junior Member
(11-19-2012, 02:59 PM)
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#77
Here is my concern.
Blu-ray and blu-ray-like disc readers are slow. That's been the major problem with PS3, but games can be installed on the HDD on the PS3. I fear that with the small amount of storage, and the blu-ray-like drive, that games will have issues that won't be easily resolved through installing. Is the Wii U blu-ray-like drive much faster than the PS3 one? |
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Member
(11-19-2012, 02:59 PM)
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#78
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Member
(11-19-2012, 03:00 PM)
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#79
Quote:
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GAF's Bob Woodward
(11-19-2012, 03:01 PM)
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#80
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MrArseFace
(11-19-2012, 03:01 PM)
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#81
And then you're into how much developers will push to make the most of the hardware. Ticking clock on that one I guess, with the 720/PS4 over the horizon. Actually, its more 'how much publishers are willing to pay developers to push. I'm sure developers would love to play with the architecture, but many ports will be done on contracts with costs that won't allow that freedom. |
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I'm taking it FROM here
(11-19-2012, 03:03 PM)
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#83
I think it's not a bad idea in general, and I made posts to that effect a while ago. The issues are that - it assumes developers will be going for 1080p on those consoles - it only helps in scaling graphics, which are pretty easy to scale in the first place. General purpose code is much harder to scale, and I doubt the Wii U CPU (and its bandwidth) will help there vis-a-vis PS4/720 (Even though the latter will probably also feature disappointing CPUs, at least IMHO) The small "g" is just something that manufacturer uses to denote a specific target application. |
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Member
(11-19-2012, 03:04 PM)
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#84
EDIT: I also don't think storage will be a problem. |
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Junior Member
(11-19-2012, 03:08 PM)
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#86
I think the Wii U will be more successful with this level of power than most people think. I think it is ingenious actually.
Think about it. The next generation is going to come out. Costs will explode, but profits will lag for quite a long period of time. Wii U will be the safe bet. It extends the life of the current generation, so everyone who wants to make games at the current level of power can do so, much more cheaply and at a higher profit, while at the same time not making games for an old, dead system. I can see a lot of smaller Japanese developers who absolutely don't want to absorb next-gen costs to use Wii U as a safe haven. |
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Member
(11-19-2012, 03:09 PM)
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#87
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Junior Member
(11-19-2012, 03:13 PM)
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#88
a) built a seperate Broadway chip on board. b) make only one of the 3 cores Broadway compatible. c) increase the clock of the chip (may be not possible) d) increase the core count. |
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Member
(11-19-2012, 03:15 PM)
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#89
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Member
(11-19-2012, 03:15 PM)
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#90
I am hesitating, I don't know exactly what Nintendo was trying to achieve if indeed the gap in raw power between the PS3 and the WiiU is narrow. An explanation for that would be that on one hand, they can keep costs and heat exhaust low, and propose similar graphics while on the other end, they can push expensive control devices. That would mean that they really believed in the Gamepad since they have gone the low-power console way to favour a control scheme.
But the problem is that this same console seems to not be easy to develop for doesn't and cater on technicians that have worked on past generation hardware, which it should in order to fulfill its potential! I hope the latter assumption is incorrect but the memory architecture suggests Nintendo went its own way. |
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Samus made me a Widower :(
(11-19-2012, 03:19 PM)
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#91
I'd keep my expectations very, very low about whether that potential will be realized, particularly if we're talking about Western third parties.
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Member
(11-19-2012, 03:19 PM)
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#92
The potential may be there, but will publishers put the money and effort into it, especially if Nintendo's own tools are an obstacle? That's what is concerning.
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Member
(11-19-2012, 03:19 PM)
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#93
Important to keep in mind that the GPU will have to serve 2 screens (tv and tablet). This will take resources from the main game presentation and ultimately limit it.
I wonder if any devs will make a game for the primary screen only to use maximum system power? |
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MrArseFace
(11-19-2012, 03:20 PM)
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#94
if PS4/720 developers go for 720p for image quality reasons or being able to throw more at the screen, then that argument for WiiU is weakened.
there are several games already which are primarily on the TV, and just mirror the image to the gamepad. I'm assuming that isnt' redrawing anything, and that sending a mirrored display out to the gamepad is trivial in terms of processor cost |
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Member
(11-19-2012, 03:26 PM)
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#95
I don't see how the memory bandwidth wouldn't be a huge bottleneck in ports. |
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Member
(11-19-2012, 03:34 PM)
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#97
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I'm taking it FROM here
(11-19-2012, 03:36 PM)
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#98
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Good Art™
(11-19-2012, 03:38 PM)
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#99
Its fate could be decided right now. That's why i'm curious if this whole mess is a real hardware long term problem or just the rushed launch effect. At least we can see things are different in that case, that for the Wii. It's pretty clear. The Wii had so much curiosity for its innovation that the tech talk wasn't predominant. But the WiiU is more judged by gamers on the same ring as other consoles, with the same criteria, and that hurts. I always said Nintendo has to choose a side. They keep playing the blue ocean or they play the bad boy rules, but they can't do half one and the other. We'll see. |
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Member
(11-19-2012, 03:42 PM)
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#100
It wasn't it cost less to make one game on one console and port it to the others than make an exclusive games..basically it's what killed the wii. |