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Member
(11-19-2012, 05:53 PM)
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#151
My guess is that they are using a Cortex-A5. It's the smallest, most energy efficient, processor in its class and it supports SMP. The only thing is, would the chip need to be binary compatible w/ the ARM926 line core that is in Wii? Or would "application compatibility" be enough? The Cortex-A8 is fully binary compatible w/ the ARM926 line but doesn't support SMP , so I figure that it would be disqualified if wsippel's info is accurate.
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Member
(11-19-2012, 06:24 PM)
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#152
On the leaked documents, supposed taken from the Developers website, The 32MB EDRAM is refereed to as MEM1, while the 2GB or RAM is MEM2. That's all we got at the moment and that suggest, along with previous Nintendo designs, that it does have access. As far as I know, those CPU memory pools are regular L2 CPU cache. But I could be wrong :)
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GAF's Bob Woodward
(11-19-2012, 06:26 PM)
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#153
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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, 06:29 PM)
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#154
It's going to be interesting to see how these pools are connected and how that helps developers overcome inherent bottlenecks. |
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Member
(11-19-2012, 06:35 PM)
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#155
Last edited by User Name Here; 11-19-2012 at 06:53 PM.
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MrArseFace
(11-19-2012, 06:35 PM)
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#156
Separate processor for OS would only be needed for background activities which need to run in parallel to games - eg background downloads, notifications etc.
Foreground OS - the dashboard, miiverse etc could and should be using the main CPU, because at that point the game is suspended in the background. The huge ram for the OS should mean no need to reload stuff from flash either, so the OS should be instantaneous. A couple of things might be slowing down. 1-They're using the arm for the main dash too - but that would be ridiculous and they'd need the GPU anyway to draw stuff to the screen. 2- they're pulling the OS out of flash into main memory every time you switch an app. |
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(11-19-2012, 06:37 PM)
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#157
The CPU wouldn't explain the insane load times. Once it's up and running, it's pretty responsive. So no, the CPU isn't the culprit. And I think the ARM processor handles background stuff, not the frontends. |
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Member
(11-19-2012, 06:38 PM)
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#158
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Member
(11-19-2012, 06:46 PM)
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#160
NTD seems to more of a software outfit. I believe they are working on Nintendo TV. But they helped with the compression tech on the controller. But going from the recent "Iwata asks" overall hardware design is dictated from Japan.
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MrArseFace
(11-19-2012, 06:47 PM)
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#161
Didn't the 360 get slightly burned when deferred rendering became popular? Something about the architecture and edram being setup for more traditional rendering.
Are there likely to be new emerging rendering techniques during the next 5 years, or is deferred rendering here to stay? And if it's staying, are there architectural choices you can make in a console design to optimise around that? |
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(11-19-2012, 06:48 PM)
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#162
Yes and no. No optimizations only explain the terrible initial load times. Once an app is in RAM, switching to said app again should be a mere task switch. But that isn't what's happening here. Apps completely reload and re-initialize every time you access them.
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Member
(11-19-2012, 06:49 PM)
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#163
Well, that sounds like unoptimized (or bad coded!?) software to me.
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(11-19-2012, 06:53 PM)
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#164
Right. But it also means that the OS doesn't actually use the reserved RAM. Not all of it. Not even close. |
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Member
(11-19-2012, 06:56 PM)
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#166
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Member
(11-19-2012, 06:56 PM)
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#167
Even first party games like the 3.5GB Mario have load times. Which is concerning because this isn't their first disc based system. But I'm more worried about the slow OS and system crashes.
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I'm taking it FROM here
(11-19-2012, 06:57 PM)
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#168
I agree with the general sentiment that the long OS load times are probably mostly unrelated to the hardware. Even filling in the worst realistic specs for everything we don't know in the system, it should still be easily capable of pulling up those apps far more quickly. It's a software issue.
Of course faster hardware would mitigate the issue, but it shouldn't be necessary. |
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Member
(11-19-2012, 06:59 PM)
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#170
"None of the info released has changed my views/opinions on the console's capabilities. My optimism has not changed at all for what Wii U should be capable of" |
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Member
(11-19-2012, 07:04 PM)
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#171
1) They have debug builds there which will be much larger and slower. 2) They are compressing these things and therefore have to uncompress them when loading. 3) The Flash RAM is so shit it's down to crappy USB keyring speeds 4) All of the above. I can't see how a home screen that essentially looks like a 3DS home screen takes that long to load. How fast is booting the machine, the same speed as returning to the home menu? Relating to this can someone please send me a link or share information on how modern engines manage their resources? I'm talking about texture loading, normal maps, use of EDRAM, main RAM, shadows and how they load, cache, throwaway etc. I would love to contribute to this thread or at least understand what others are talking about but I'm not a 3D engine programmer. My understanding is that whilst EDRAM can help offset the bottleneck of the slow main RAM, it's tiny compared to that main RAM. It can hold a framebuffer (or 4 for FSAA??) and maybe a few textures but I can't see how that can help offset the texture requirements for a game with wide open space, varied textures, shadows and fancy shit. Any help in understanding this is appreciated.
Last edited by AzaK; 11-19-2012 at 07:10 PM.
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Member
(11-19-2012, 07:04 PM)
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#172
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Member
(11-19-2012, 07:07 PM)
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#173
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MrArseFace
(11-19-2012, 07:16 PM)
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#174
There was a neat little article about calculating desired memory size for a streaming engine, based on. Memory speed etc, but I can't find it at the moment. There must be a bunch of postmortems that go into that kind of detail - I'd like to see them too. |
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Member
(11-19-2012, 07:23 PM)
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#177
The main bottleneck for deferred rendering on the 360 is the very limited amount of eDram, which is very useful for all those separate render targets. 32mb could be pretty good for deferred 720p games. |
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Member
(11-19-2012, 07:24 PM)
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#178
Why exactly does the Wii U OS take up such a massive amount of memory anyway? Is it the pad streaming stuff?
I'm not very techy, so if someone could give an explanation that would be great. It just seems mental to me that the Wii U devotes a full 1GB to its OS, when the PS3's only uses 50MB. Seems like such a waste of resources that could be better spent on games. |
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I'm taking it FROM here
(11-19-2012, 07:29 PM)
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#180
As for your overall question, I don't think anyone really knows at this point why/if they need all this OS memory. I guess full, responsive multitasking is one advantage (that is, as of yet, still to be realized). Good, the lack of AA on the Vita bubbles annoys me tremendously. |
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Member
(11-19-2012, 07:29 PM)
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#181
Menu runs in 1080p and at least some form of AA, Miis have no jaggies to them.
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Member
(11-19-2012, 07:32 PM)
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#182
The eurogamer review mentioned the limited range problem, and I guess they know what they are talking about (Digital Foundry being a part of eurogamer).
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Member
(11-19-2012, 07:58 PM)
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#185
The question is more "Do you want to play new Nintendo games?" If so, then yes. If you're more concerned about how powerful it is, it's best to wait until the next ones from Sony and Microsoft are announced (and subsequently released). Then make a determination after reading up on 'em.
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Member
(11-19-2012, 08:10 PM)
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#187
Like i mentioned here, from what i recall, 1/6th of the Xbox360 cpu is being used for sound. |
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Member
(11-19-2012, 08:15 PM)
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#188
Do we know what the bandwidth for the WiiU's eDram is? Because the 360's has a ridiculous amount, and could prove problematic for BC.
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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, 08:21 PM)
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#189
Also, Xbox360 has 3 physical/6 logical cores. There is a fair bit of speculation that WiiU only has 3 physical/logical cores and is under clocked relative to Xbox360. |
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Member
(11-19-2012, 08:30 PM)
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#190
Xbox 360 OS uses 32MB RAM. The Wii U OS is ridiculous. I mean, not even Windows... |
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Member
(11-19-2012, 08:30 PM)
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#191
Whatever the case, even if WiiU has less logical cores at a lower frequency, using the DSP would even make more of a difference for WiiU. |
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MrArseFace
(11-19-2012, 08:30 PM)
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#192
What's wrong with limited range RGB? Assuming you're using a HDTV, that matches the levels used by HD broadcast and bluray. 16-235 I think, rather than 0-255. If you're calibrated for those, then your console should be set to limited anyway
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I recently went to my friends house to check out his wii. I was generally impressed. It was larger than I expected though.
(11-19-2012, 08:33 PM)
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#194
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Member
(11-19-2012, 08:34 PM)
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#195
That's interesting, thanks. I guess nevermind on my prior post. |
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Member
(11-19-2012, 08:37 PM)
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#196
Not possible. Vita is not even similar in power than 360 or PS3 (in some games is minimized because of the screen resolution, but you can see clearly in open-world games like NFS that is still far away from the consoles). I don't know if Wii U is more, the same, or even a little less powerful than those consoles, but is definetively much more powerful than Vita.
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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, 08:41 PM)
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#197
And example. The audio for Killzone3 took less then 3% of the CPU budget. Audio does not take a large part of a games CPU budget. |
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Member
(11-19-2012, 08:42 PM)
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#198
I find this insane. I mean yeah, the Dashboard/XMB can be a bit slow sometimes, but they still manage to do pretty much everything a console OS could possibly need. 1GB just seems like such a mind boggling level of overkill.
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