• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Rumor: Wii U final specs

1.25 GHz CPU clock with larger caches is about what I expected (though I'd hoped for ~1.5 GHz). Certainly not what you'd call powerful, but at least significantly more powerful than Broadway. ;)

Sadly, 550 MHz GPU clock doesn't tell much.
 

QaaQer

Member
1.25 GHz CPU clock with larger caches is about what I expected (though I'd hoped for ~1.5 GHz). Certainly not what you'd call powerful, but at least significantly more powerful than Broadway. ;)

Sadly, 550 MHz GPU clock doesn't tell much.

so it was 3Xbroadway.
 

disap.ed

Member
Thanks for the link. If that is true, Matt and Lherre wasn't kidding when they said not to think too much about multipliers.

Also Espresso on B3D with "the clock is much closer to Broadway than to PS360). I didn't believe it to be THIS close though :(

The CPU should suck around 1W (a guess!), I really don't know why they saved that much on it.
 
Finally getting some details. Interested to read what this means from those that frequently speculate in here. I normally lurk since it can be a dangerous thread as a junior :)

Also I find it interesting that it's from a Wii U hack according to the marcan. Maybe he's speaking about Wii mode, but he said Wii U.
 

wrowa

Member
The Wii U's been a week on the market, and they already have some success at hacking it? That was quick.

Let's see if Nintendo's OS is yet again so badly designed that they are unable to patch it in a way that makes hacks pointless.
 
So three x Wii?

We don't know how much has been chagend or added exactly (obviously besides multicore capatibility), but I wouldn't expect wonders. They wouldn't have reworked the pipeline completely.

The clock is 70% higher. Together with the larger caches and maybe a few other enhancements I'd say roughly 6x Broadway.
 

wrowa

Member
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU? I'm aware that GHz are far from everything, but just a third of 360's clockspeed doesn't sound good at all.

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?
 

Turrican3

Member
I think people believes that downport is like press a magic button in the engine workflow that magically converts your game with less resolution, less graphic effects, etc
But how does it work on PC games which usually have various settings for detail, textures, resolution and so on?

Honest question, I'd really like to know (I thought we were talking about similar issues but again, I'm not a professional game programmer).
 
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU?

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?

GHz are not entirely meaningless, but there can still be huge differences between CPUs which run at the same clock speed. For a example, a modern Sandy/Ivy Bridge core from Intel is about 3 times as fast as a Pentium 4 core in games (when running at same clock speeds).

Xenon (360's CPU) uses in-order execution and is quite slow per GHz. Slower then Broadway for sure, but the difference isn't as big as between P4 and Ivy Bridge. It's not easy to come with practical benchmarks here of course, and it depends on the specific application.
 
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU? I'm aware that GHz are far from everything, but just a third of 360's clockspeed doesn't sound good at all.

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?

Normally, when I hear rumors that are consistently the same I have to believe that they have some type of basis in reality. We've heard things about the CPU for a while.

I'm sure some will say this is confirmation that Wii U isn't as powerful as PS360. I still find that hard to believe with all things considered and the first round of ports are close to PS360 and in some cases equal.
 
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU? I'm aware that GHz are far from everything, but just a third of 360's clockspeed doesn't sound good at all.

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?
Depends on the CPU but is extremely unlikely that that it will have better Floatpoint power per clock that the 360 CPU (Wii cores had half power per clock) so anything that requires, for example, 3D computations will be slow (part of the AI, Animations and Physics) for other things it will be more or less the same.
 

Azure J

Member
Would that CPU be dual threaded at all or is it literally 3 cores only? If the former, Grandpa Simpson vindicated, if the latter, Arkam's the hero we deserved, not the one we needed way back then.
 

Jburton

Banned
So the ARM co-processor is for nothing more than security, it seems some of the theories that it maybe run the OS or something along those lines where way off the mark.
 

JordanN

Banned
Are you serious? Lol, aren't you comparing Nano Assault to this? Or am I mistaken?
I'm comparing a whole range of games. I wouldn't use Nano Assault for this though (when it comes to shadows).

Now here's my idea of a game that does shadows better.

0Jkoh.jpg
The only thing it loses against LOU is they're not soft shadows. But every object has a shadow. Zoom in and there are even self shadows (the windows). All while pushing extensive motion blur and having subtle depth of field near the edge of each level.

phosphor112 said:
Grass doesn't seem to show shadows in the game (though this is "beta" footage) so it might be added later. But with all the polygons and shaders they are pushing the lighting effects (umbra/penumbra/soft shadowing) cannot be ignored.

http://www.youtube.com/watch?v=qguDnY0C_Sg
I agree, it shouldn't be ignored. But remember what you were replying to.

When every object in a scene has them and at high resolution (i.e, no artifacts).

So last of us is a corridor and nano assault or nintendoland has huge environments to compare ... right?
I haven't played Nano Assault on Wii U but if the 3DS version is a precedent, I doubt they made the levels uber compact like Naughty Dog did. Nintendo land is almost the same deal. The main plaza is quite spacious. Some of the minigames too I guess (Mario Chase and Animal Crossing Sweet Day).
 
I'm sure some will say this is confirmation that Wii U isn't as powerful as PS360. I still find that hard to believe with all things considered and the first round of ports are close to PS360 and in some cases equal.

This is my view. Based on final output these specs are proven to not be the full story at all. Otherwise were talking mid-way between a Wii/360 (in some cases lesser).

Yet end of generation ports had mixed results; yes most had issues but didn't ME3 match the PS3 version?

Something is going on behind the scenes here. I'd ask in the other thread but that has become more a 'see number: comment' without actually trying to figure out what this thing can produce.

So: Why would you move to have 2GB's of RAM in a system thats running on all the other specs we know about? Working backwards can this tell us anything?
 
So: Why would you move to have 2GB's of RAM in a system thats running on all the other specs we know about? Working backwards can this tell us anything?

Mainly because DDR3 is very cheap nowadays, and having more RAM makes work a lot easier for developers. It's not like 360 and PS3 couldn't make use of more RAM, it was simply a matter of cost saving back then.

Still, I agree that the first round of ports prove that Wii U isn't necessarily slower than PS360. In some cases there will be advantages in the future due to the stronger GPU, but I doubt that most poeple will find that really noticeable.
 

Ahasverus

Member
The Wii U's been a week on the market, and they already have some success at hacking it? That was quick.

Let's see if Nintendo's OS is yet again so badly designed that they are unable to patch it in a way that makes hacks pointless.

What? The wii homebrew scene is the only redeeming factor of the console (besides games of course)
 
The only thing it loses against LOU is they're not soft shadows. But every object has a shadow. Zoom in and there are even self shadows (the windows). All while pushing extensive motion blur and having subtle depth of field near the edge of each level.

That's what shadow mapping does. And I think TW101 doesn't even use shadow mapping a lot of it seems pre-baked, which only makes sense with the fixed perspective and 60 fps.
WiiU_W101_scrn16_WP.jpg

The-Wonderful-101-Screenshot.jpg

^ see the shadows overlapping
 

Van Owen

Banned
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU? I'm aware that GHz are far from everything, but just a third of 360's clockspeed doesn't sound good at all.

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?

The Wii U is essentially as powerful as what MS put out in 2005. It's up to you whether or not you consider that underpowered.
 
I'm comparing a whole range of games. I wouldn't use Nano Assault for this though (when it comes to shadows).

Now here's my idea of a game that does shadows better.


The only thing it loses against LOU is they're not soft shadows. But every object has a shadow. Zoom in and there are even self shadows (the windows). All while pushing extensive motion blur and having subtle depth of field near the edge of each level.


Are you even sure that the environment shadows are real-time?

BTW do you even know about the soft indirect shadowing in The Last of Us? That's not simply "soft shadowing" and obviously a lot more advanced than self shadowing. I think you are trying too hard.
 
2006 was all about Shader Model 3 and going from 256 x 256 textures to 512 x 512.

This is 2012 where Wii U has a more advance API and a lot more RAM to do things that weren't possible 6 years ago.

I'm talking about the effects you mentioned, we've already seen them in games around 2006. Dead Rising had impressive object-based motion blur in 2006 + DoF.
 
Of course not. Thing is: Shin'en said they used features in Nano Assault that are simply not available on PS3 and 360 hardware. And there's really no reason not to believe them. It's not about how the game looks, it does things previous consoles couldn't do. But we don't really see it. Because 3D graphics is largely smoke and mirrors to begin with, and almost everything can be at least faked with varying levels of success and efficiency on almost any hardware. It just tends to take more effort to fake stuff - which isn't a problem for a multimillion dollar AAA game with a team of several hundred developers and years of development time.

Did they say what features? I'm assuming graphical. I can't imagine anything behind the "smoke and mirrors" that the 360/PS3 can't do.
 

JordanN

Banned
Are you even sure that the environment shadows are real-time?

BTW do you even know about the soft indirect shadowing in The Last of Us? That's not simply "soft shadowing" and obviously a lot more advanced than self shadowing. I think you are trying too hard.
I remember seeing a video where alot of the environment is destructible. I have to see it again.

I'm talking about the effects you mentioned, we've already seen them in games around 2006. Dead Rising had impressive object-based motion blur in 2006 + DoF.
I'm not saying those effects are new.
 
Guys, why are you debating the menutia so much?? Does it really matter if WiiU is slightly overpowered or underpowered compared to the current gen systems?

Games on PC now can run the spectrum from low settings on low res, to ultra settings on 1920 x 1200p; the variation there is huge, if there is a market for the WiiU, developers will figure out a way to port over their new franches, like Star Wars 1212 to make if playable on the WiiU.

I know most of this is tech talk, but the underlying point shouldn't be lost that the WiiU will be able to host some good 3rd party games...Whether they choose to support the system or not remains to be seen.

However, I think even if next gen systems hit in the next 2 years, there will still be a lot of people sticking with PS3 and 360, as the installed base of users is extremely high. The Next gen systems will be playing the Ultra 1920x1080p versions of the software, while the PS3/WiiU/360 will play the low to mid setting/720p versions...
 

Van Owen

Banned
Based on comments from guys like Reggie, people thought they would be getting decent down ports from Orbis and Durango, and now that its less of a reality so they're a bit disappointed which is understandable.

If you look at my post history though, you'll see I always expected the system to be relatively underpowered so I've already come to terms with the fact that once again it will be primarily a system to play Nintendo games.
 

LCGeek

formerly sane
I remember seeing a video where alot of the environment is destructible. I have to see it again.

Sure it wasn't the voxel based game coming out. I forgot the name but that term alone and google search by history should make it easy to find.
 

Absinthe

Member
Also, is there something I am missing or does the CPU sound terribly underpowered? Didn't the 360 use a tri-core 3.2Ghz CPU? I'm aware that GHz are far from everything, but just a third of 360's clockspeed doesn't sound good at all.

Is the GHz number this meaningless or is the Wii U CPU just a terribly underpowered piece of hardware?

https://twitter.com/marcan42/status/274182672652308480

So yes, the Wii U CPU is nothing to write home about, but don't compare it clock per clock with a 360 and claim it's much worse. It isn't.
 

ozfunghi

Member
I don't know if this will suffice for an answer?

http://forum.beyond3d.com/showpost.php?p=1682111&postcount=3476

http://forum.beyond3d.com/showpost.php?p=1682115&postcount=3478

Is it really the case that nothing that's been learned over the past 7 years can be applied to Wii U game development?

I never said that. Neither did i imply or meant to say that. But the argument that WiiU is only as powerful as PS360 because launch ports of games that were made after 6 years of development expertise on that specific hardware, don't look any better (generally on par with PS3 ports since 360 is usually lead platform) or slightly worse, is asinine. I'm not even arguing that the WiiU is all that much more powerful. But these techniques alone don't account for the massive jump from Perfect Dark Zero, to Halo 4.

Mass Effect 3 wasn't that far off of the 360 version and already better than the PS3 version. The same team is supposedly working on two other WiiU games. One being an exclusive. Let's see if we can notice improvements due to experience of working on ME3.

To put it more clearly, so that Log4Girlz can actually wrap his head around it: how well would ME3, AC3, Batman etc... have looked or ran on PS3, had those developers not have 6 years experience on that hardware, nor have been able to borrow info other than what was known about the platform 6 years ago and working under the same conditions as the studio's porting WiiU games. I wonder if Mass Effect 3 would reach 10 FPS.
 
So how many GFLOPs can a 2011, 550Mhz GPU push realistically ?.

Good news about the CPU using such a low amount of electricity, all the more for the GPU to use.

Still waiting on the eDRAM speed though, shouldn't the guy that hacked it be able to get that info too ?.
 
So how many GFLOPs can a 2011, 550Mhz GPU push realistically ?

It scales linearly with the number of streaming processors (which we still don't know). Realistically, if you look at the die size and take the eDRAM into account, it should be between 300 and 500 GFLOPs imo.

Btw., 2011 is not confirmed as far as I know. May still be a R700 type GPU (that's 2008). The feature set described in the OP would hint to that.
 

z0m3le

Banned
So how many GFLOPs can a 2011, 550Mhz GPU push realistically ?.

Good news about the CPU using such a low amount of electricity, all the more for the GPU to use.

Still waiting on the eDRAM speed though, shouldn't the guy that hacked it be able to get that info too ?.

~400 on the low end, ~580 on the higher end.

Some people (Thraktor) much smarter than I about this stuff expect about 440 shaders, so that would be 484Gflops, BG assumed 480 shaders, so it would be 528.

lightchris Whether it's R700 or even R900(northern islands/HD 6000) the efficiency per watt wouldn't change, both are around 12GFLOPs/Watt @ 40nm, but given that includes GDDR5, and desktop GPUs being designed with other things beyond power saving in mind, you'd see that number increase. If BG or the other highly intelligent NeoGAF poster (Thraktor) is right (given the actual size of the GPU 120mm^2+ for gpu silicon, it's likely they are) Then Wii U's GPU reaches ~16GFLOPs/Watt or in BG's case, ~17.5GFLOPs/Watt. Both of these numbers are less efficient than R700 mobile parts, so they are very realistic considering the maturity of 40nm and Wii U's customizations.
 
Top Bottom