|
Banned
(01-23-2013, 05:12 AM)
|
#1801
Its pretty obvious the gpu is more powerful than the 360. At minimal it should be able to do what the 360 can in terms of graphics. This will of course depend on developer support and how much money and time they take to make the games.
|
|
|
|
Junior Member
(01-23-2013, 05:13 AM)
|
#1802
Its really hard to guage the Wii U's performance.
We don't know the GPUs specs well enough. ALUs, ROPs, eDRAM bandwidth, etc. Yet alone if its entirely based on the R700 series, or a hybrid of R700 and more modern AMD tech. The CPU does seem weak, however that has to be put into context. Its not like AMD's Jaguar is powerful by any stretch of the imagination. It seems all three next gen consoles are going with more general purpose lower clocked CPUs, with a focus on high instructions per clock, and moving the heavy SIMD and other work that Cell's SPE and Xenon's cores did to the GPUs. The Wii U's MEM2 bandwidth also seems weak. Only at 64bit and 12.8 gigabytes per second. But that can be offset some what by increased CPU cache, larger general purpose eDRAM for GPU, and more modern architecture. Its possible Nintendo have been able to engineer a console that has significantly reduced dependancy on its MEM2 pool vs the Xbox 360 and PS3, and a heavy focus on using cache and eDRAM to limit reads and writes to I/O. That said the MEM2 data throughput is still not good, it wouldn't have cost Nintendo much to go for a 128 or even 256bit bus. |
|
Member
(01-23-2013, 05:19 AM)
|
#1803
The Wii U was billed as being easy to port from the 360 in early leaks and PR iirc. It really isn't a stretch to imagine ~360 was the target performance level, within a very small profile and power envelope.
Last edited by shinra-bansho; 01-23-2013 at 05:26 AM.
|
|
Completely full of experience
(01-23-2013, 05:21 AM)
|
#1804
Edit: Ok, I see context was added so I see no need to complain.
Last edited by JordanN; 01-23-2013 at 05:28 AM.
|
|
Member
(01-23-2013, 05:25 AM)
|
#1805
As with the Gamecube, Wii, and Wii U. Even the PS2 and its eDRAM perhaps? The biggest changes throughout the generation is the speed and size difference between the fast memory bank and the slow one. I suppose the Xbox, PS3 and PS4 are the odder ones. |
|
(01-23-2013, 05:26 AM)
|
#1806
I know. I meant more you seemed to be lowballing it. Expecting only Halo 4 at 720p 30fps...we know the gpu is much stronger. I think we can expect more. Of course, like I said, there are still too many unknowns
|
|
Banned
(01-23-2013, 05:40 AM)
|
#1807
Quote:
The GPU cannot read from eDRAM, the read bandwidth there is a whopping zero. Calling it "fast" and "high bandwidth" and the WiiU implementation you suggest slow and low-bandwidth is both an apples to oranges comparison and a purely semantic argument. I'm pretty sure nobody has used RAM "slowness" to mean "throughput to ROPs" ( you mean "from" ROPS?) until your elaborate backtrack just now. Before this elaborate clarification you said:
Quote:
Last edited by Margalis; 01-23-2013 at 05:52 AM.
|
|
Banned
(01-23-2013, 05:40 AM)
|
#1808
I said it was doable, I did not say it was the absolute max. And I think halo 4 looks very amazing for hardware of 360's caliber.
|
|
Banned
(01-23-2013, 05:44 AM)
|
#1809
Honestly, and I do love Nintendo, but 30fps isn't going to cut it for me. There is simply no going back in Certain games, when you play 60fps all the time.
If they can get 720p 60fps and 2xMSAA out of Zelda I would bite. If not then what the hell is the point. I am NOT repeating another gen of shitty IQ unless said system is cheap as hell. Seriously, No gamepad, pack in pro controller, and beef specs for this system by 2x and I would have been there launch day. Sigh. |
|
Junior Member
(01-23-2013, 05:48 AM)
|
#1810
eDRAM - GDD5 - then back. That's the process required.
Quote:
So yep i'll cop that. |
|
Banned
(01-23-2013, 06:03 AM)
|
#1812
The fact that 360 can do super fast ROP stuff is cool. Yay. Too bad resolving to main memory is itself a huge bottleneck in part because the same design that gives you "super high bandwidth mumble mumble" involves passing through two lower-bandwidth bottlenecks. You say you find a WiiU developer who hasn't complained about this or that? Find a 360 developer who hasn't complained about resolving textures to main memory, tiling, etc. You accuse people of being "fanbois" but looking at only the positives of one system and only the negatives of another sure looks like fanboyism to me. An actual analysis shows that there are a lot of pros and cons to the 360 setup, not the "lolz WiiU slow eDRAM 360 fast eDRAM lolz" nonsense you are putting out. Your posts are full of errors of all kinds, from basic repeated math errors to constant typos and improper capitalization. You use words one way then in your next post use them a different way - neither being correct. You are obviously hastily typing up rants then later trying to justify them while filling your posts with hyperbole and polemics. It's tiresome to read and you aren't convincing anyone of anything other than that you are for some reason very emotionally invested in this. If you want to try your hand at honest analysis feel free. If you want to continue to produce silly nonsense wrapped in shoddy technical arguments featuring the constant failure to correctly multiply numbers together feel free not to bother. Please. Learn the difference between analysis and advocacy.
Last edited by Margalis; 01-23-2013 at 06:14 AM.
|
|
Member
(01-23-2013, 07:04 AM)
|
#1813
As much as I hate doing this..
You couldn't bother to correctly compute the BW of a well known RAM & bus configuration, even though you got the basic multipliers right (hint: it's not 10.2GB/s) - how you managed to do that is beyond me. You come up with the most absurd of ideas that U-GPU's ROPs would be bound to the slower DDR3 pool, and not to the eDRAM pool. You end up your posts with 'Fuck you, console vendor X'. Have you considered the possibility you might be in the wrong thread, as per your current state of mind?
Last edited by blu; 01-23-2013 at 07:07 AM.
|
|
Member
(01-23-2013, 07:14 AM)
|
#1814
If the techies cannot answer the question wherever development of next-gen titles can be done on all three Durango, Orbis and WiiU, it's wiser, I think, to rather ask a developer on GAF. Is there a dev who has been open during the past about his job, and that already has experience with all three dev kits ? I assume many of us want to know the answer to this question before they purchase the WiiU. It's tiring to wait for announcements from Nintendo's side.
|
|
Member
(01-23-2013, 07:23 AM)
|
#1815
Just to potentially add to this, and in general, regarding the "on-paper" 360 bandwidth that is brought up against the Wii U, its important to consider that the 360 bandwidth seems to be limited from theoretical performance to 10.8GB/s (aggregated upstream/downstream bandwidth, or so the tech speak results from google searches tell me) in real world wrote situations. I don't know if any 360 developer here can confirm that but I also recall reading in the past during the heyday of hd console discussion that the real world performance of the two hd "twin" wasn't exactly what the spreadsheets said. That is, Many of the on paper specs from the 360 and PS3 were really bloated compared to real world performance. |
|
Member
(01-23-2013, 07:29 AM)
|
#1816
If you're concerned about the games coming out influencing a sole wii u purchase I would suggest you wait until the other two are revealed and decide for yourself. |
|
Member
(01-23-2013, 07:38 AM)
|
#1817
|
|
I'm taking it FROM here
(01-23-2013, 07:49 AM)
|
#1818
Of course it's possible to create a game targeting all 3 platforms. However, it's also possible to create a game targeting everything from 3DS to PS4. Of course it's also possible to create a game that targets PS4 and 720, and is extremely hard to port down to Wii U. It's not a yes/no question, it's very much a sliding scale. The only thing anyone can do to provide a general answer is estimate the relative difficulty of multi-platform development. And anyway, if your question is really "will these games come to Wii U", it may actually be at least as important to look at sales threads as it is to look at this thread.
Last edited by Durante; 01-23-2013 at 07:57 AM.
|
|
Member
(01-23-2013, 08:14 AM)
|
#1819
So the hardware is weaker, obviously games that are going to be pushing the other systems, or rely in such a way on certain strengths of that hardware, are not easily ported down. Should Wii have gotten a Dead Rising port? Should Xbox have gotten a Half-Life 2 port? Should PS360 have gotten Far Cry 3? Obviously, anything "can" be ported, the question is, should it be ported under any and all conditions. There will be cames that "should" not be ported to WiiU, for sure. But i think many games "could" be ported as well, meaning there should be no real obstacle to do so other than somewhat downsized graphics. But is the developer up for it. I have a feeling if you'd ask the guys over at Arkam's or Lherre's studio they seem rather sceptical and/or dismissive. While if you'd ask the guys from Shin'en, i bet they'd say it is possible in many cases, given the proper resources. And yet, if publishers now aren't even considering WiiU for CURRENT generation games regardless of hardware constraints, well, how much hope should we have for the future? |
|
Member
(01-23-2013, 11:56 AM)
|
#1820
And if it did, why wouldn't they include a DSP which is so tiny and cheap to produce? EDIT: According to this, the nextbox does have audio acceleration http://www.eurogamer.net/articles/df...box-specs-leak
Last edited by tipoo; 01-23-2013 at 12:54 PM.
|
|
Member
(01-23-2013, 01:08 PM)
|
#1821
WiiU DDR3 bandwidth is 12.8 GB/s (assuming 1.600 GHz data rate x 64Bit Interface /8 bit per byte)
On the topic of VLIW (Wii U) vs non-VLIW-SIMD (Durango/Orbis) Architecture differences
Originally Posted by Anandtech:
Last edited by ScepticMatt; 01-23-2013 at 01:11 PM.
|
|
Member
(01-23-2013, 01:14 PM)
|
#1822
Thought I could contribute something to this thread that isn't about eDRAM or GPGPUs :P
One specific area where the WiiU can potentially (game dependent of course) gain a bit of performance compared to the 360 and PS3 is skinning/animation. Some rough background info for those not familiar with it. Animation is in 90% of cases done using joints/bones. These consist of transformation (ie. rotation) information set within a hierarchical structure, called a skeleton. Being hierarchical means that if you move the parent, all the children move along with it. Rotate the elbow and the arm, hand, fingers all go together. Animators manipulate this skeleton into various animation frames that are interpolated and played back at runtime. Skinning is the process where you take the joint data and the 3D model, and transform each vertex (3D point that are linked together to define polygons) in the model by the joints that affect it. Vertices in the hand are affected by the hand joints, etc. This is a relatively expensive process, more expensive the more joints influence a vertex. Many games limit the number of influences to 4. Now, on to the platform specific part :) A generic way to do the skinning, is to use the vertex shader. A joint palette is sent to the shader, together with the influence weights and the rest of the normal shader data. The GPU then crunches everything together to produce the final vertex position. The problem with this method comes with the fact that you usually need to render the same model more than once. For example, for rendering into the shadow map, rendering into a GBuffer, etc. That means the GPU has to do the skinning more than once, which is a bit wasteful. On the PS3 for example, you have an different option. You can use the SPUs to do the skinning very efficiently, store the resulting data, and pass that to the GPU. While this is great for the GPU, especially if you are vertex bound, it requires extra RAM to store the data. Depending on the game, you might not be able to spare that memory. On the WiiU, you can use the GPU's ability to stream out data to export the skinning data in the same way as the SPUs on the PS3, and reuse it later. The advantage on the WiiU is that you have a lot more memory, so storing this data should be easy enough for most cross platform titles. Sorry for the mega post, hope this is interesting to someone. |
|
Member
(01-23-2013, 01:25 PM)
|
#1823
You're right, that article does mention audio codecs, though I was under the impression that was for Kinect? I suppose we'll have to wait and see to what extent its used within the system. If they haven't included a DSP for games then I'd guess the reason would be because they have 8 CPU cores there. They could have included a DSP for 360 but they had a triple core CPU so decided to let that do everything.
Last edited by Donnie; 01-23-2013 at 02:10 PM.
|
|
Member
(01-23-2013, 01:32 PM)
|
#1824
Last edited by Donnie; 01-23-2013 at 01:38 PM.
|
|
Member
(01-23-2013, 02:07 PM)
|
#1826
http://www.youtube.com/watch?feature...&v=K40orKpbJBU It does look pretty good, but still nothing that would be mind blowing on the HD 7th gen consoles imo. The textures and geometry are obviously far more than what the Wii could do, but that's about all I could say. |
|
Member
(01-23-2013, 02:15 PM)
|
#1827
That's true, but I suspect Jaguar is still much better core for core than Xenon even at half the clock speed, Xenon had some pretty big inefficiencies (remember that was during the Pentium 4 era). And from what I understood of the article, the sound accelerator in Durango would handle noise cancellation for Kinect as well as other audio encoding/decoding. By the way, was it ever settled whether audio on 360 was taking one physical core, or just one thread of which each core has two of? And even with 8 cores it seems like Microsoft wouldn't want to waste 1/8th of its power just doing audio when a piece of silicon that costs so little and draws so little power could do the same. SoCs even have them integrated on-chip, they're so trivially small now. |
|
Member
(01-23-2013, 02:18 PM)
|
#1829
I don't think it's spectacular, but the open-world is very promising. Also the fact that it's probably an online multiplayer game with those visuals is quite impressive.
|
|
Member
(01-23-2013, 02:23 PM)
|
#1831
Not to say it looks bad per say. |
|
Member
(01-23-2013, 02:24 PM)
|
#1832
|
|
Member
(01-23-2013, 02:25 PM)
|
#1834
It was definitely one core, though I think he said that some much less complex games got away with one thread. I completely agree that a DSP sounds the right way to go, hopefully they have gone that way for their own sake, because IMO its a waste not to. |
|
Member
(01-23-2013, 02:41 PM)
|
#1836
PS: don't want to act like a douche, but you're the 3rd person i've seen posting it this week. It's not "per say", it comes from latin, it's "per se" (in/by itself). It specifally comes off strange since i'm not a native English speaker, yet we also use the expression "per se" in our language, so it stands out more i guess when reading it spelled like that. Blu will have your blood. Posting screens/gifs inevitably lead to other people showing other pictures of other games on other hardware to compare and a flame fest follows. Come to think of it, maybe he didn't like me mentioning the game at all either, lol.
Last edited by ozfunghi; 01-23-2013 at 03:03 PM.
|
|
Member
(01-23-2013, 03:03 PM)
|
#1838
I can't think of one at the moment, but GoW 3 on PS3 comes to mind. If you can really fly to any point in the horizon you see there that is huge though.
|
|
Member
(01-23-2013, 03:07 PM)
|
#1839
https://www.youtube.com/watch?v=k_C6TjwxbGI |
|
Member
(01-23-2013, 03:47 PM)
|
#1840
Doesn't ruin it really, as the bandwidth of the Radeon card would be used as a target. We know the early dev kits had to be clocked below target because of overheating.
|
|
Member
(01-23-2013, 06:42 PM)
|
#1846
I doubt much geometric detail would be in eDRAM, that'll be for the framebuffer, shadows, maybe a few textures..
Though texture detail in the distance seems good too.
Last edited by NBtoaster; 01-23-2013 at 06:50 PM.
|
|
(01-23-2013, 06:59 PM)
|
#1848
Well it's your word versus AN ACTUAL WII U DEVELOPER. I wonder whose has more weight (well, really, any weight)? |
|
Member
(01-23-2013, 07:09 PM)
|
#1850
Here's the thing: even if the Wii U is a step up above 360/PS3, it's not far ahead enough to look like anything close to a "next gen leap". So people like Van Owen will always be able to say "eh, doable on last gen" without anything other than casual observance as their evidence.
Expect to hear it a lot in the coming years, regardless of how Wii U games look. You could have something like 1313 locked at 30fps/720p/no AA and people would say "meh, doable on 360" because hey, it wouldn't be far from the truth. |