ScepticMatt
Member
So what does it mean in Raw Performance (FLOPS etc?)
To what end exactly? You're not going to be copying large files to and from the console regularly. Assuming Wii U can even play back media files, USB 2.0 is more than enough for realtime buffering from a thumbdrive or external HDD.USB2? Ugh.
Seeing as I know nothing about console development, is there a reason they use so little RAM?
Or is my bloated OS the reason my PC uses so much?
Really? How much is this things going to cost!? They really did go batshit insane didn't they?
I think you're missing his point lolWe are, in all likelihood, talking about memory that's much faster and more expensive than your phone's.
Well Zombi U is the only thing that looked better than current gen but it did look a lot like CG so I'm not sure. Definitely not impressed by the graphics of the games shown which make me wary of the GPU specs not revealed on this spec sheet.
Whether you can easily do post-processing like that depends on whether it can actually use main RAM as a frame buffer and output from it ala PS3. That actually is not the case for 360 which is one of the console's 'problems'. Even if it can though, how useful it is depends on the BW/speed of the main RAM.What do you mean, like a sign that there's too little general bandwidth? I don't think it probaly matters that much in the end. 32MB is enough for 1080p buffer, and with some postproc-aa that should yield excellent picture quality.
Whether you can easily do post-processing like that depends on whether it can actually use main RAM as a frame buffer and output from it ala PS3. That actually is not the case for 360 which is one of the console's 'problems'. Even if it can though, how useful it is depends on the BW/speed of the main RAM.
So if it can't use main RAM or it's deemed too slow for practical purposes, it will be similar to the 360 situation where you need to do more than one eDRAM pass. Obviously that complicates development and has performance considerations ... which is why some devs simply don't do it.
I think the reality though is that most games will target 720p, which means this actually is plenty of eDRAM for effects and the like. Granted for output to the Wii U screen there will be some memory being used ... but I'd imagine that would have little to no filtering/processing and is of a limited resolution. Shouldn't really take up all that much space.
Xbox 360: Goku before Cell kills him
PS3: Perfect Cell
Wii U: SS2 Gohan
It isn't an issue that only occurs with deferred rendering though. There just isn't enough room for multiple buffers to do certain types of effects. This is why Unreal engine games didn't have AA, etc?360 eDRAM wasn't designed with deferred rendering in mind.
I'm not good at these things, but I think you would need 24mb of eDRAM to do deferred rendering at 1080p without AA.
Was hoping it would have optical/toslink audio out. I gotta get with the times and get a proper HDMI receiver at some point.
Xbox 360: Goku before Cell kills him
PS3: Perfect Cell
Wii U: SS2 Gohan
It's not fake.Sounds fake, they know all that but can't even say what the clock speeds of the CPU or GPU are or how many SP the GPU has.
well, nintendo released their "specs"
http://e3src.nintendo.com/wiiu/
If you know the technical specifications of a console, you can make a rough estimate of what's possible on the hardware.I dont see why specs matters.
I mean. Not even nintendo is putting any effort in it.
Bluray or DVD?
It isn't an issue that only occurs with deferred rendering though. There just isn't enough room for multiple buffers to do certain types of effects. This is why Unreal engine games didn't have AA, etc?
I dont see why specs matters.
I mean. Not even nintendo is putting any effort in it.
And the audio part still sucks, although we'd have to see what can be done through analog. This could be the first 5.1 device I wouldn't be able to use to get 5.1 on my receiver. Which is rich, given Nintendo's multichannel support so far.well, nintendo released their "specs"
http://e3src.nintendo.com/wiiu/
USB2? Ugh.
Bluray or DVD?
And the audio part still sucks, although we'd have to see what can be done through analog. This could be the first 5.1 device I wouldn't be able to use to get 5.1 on my receiver. Which is rich, given Nintendo's multichannel support so far.
Bluray or DVD?
360 eDRAM wasn't designed with deferred rendering in mind.
I'm not good at these things, but I think you would need 24mb of eDRAM to do deferred rendering at 1080p without AA.
It isn't an issue that only occurs with deferred rendering though. There just isn't enough room for multiple buffers to do certain types of effects. This is why Unreal engine games didn't have AA, etc?
If you can place/resolve your front buffer into the main unified memory it should be fine. If you can't...You're right. Then HDR might not be possible at 1080p internal res.
If you can place/resolve your front buffer into the main unified memory it should be fine. If you can't...
Well, you probably want to do your rendering at higher precision rather than just expanding INT8 to FP16...
They only half did. No TOSLINK out of the box, I understand. They still used a compression format which made TOSLINK use possible. Supporting only PCM (probably to cut on costs) seems inane to me.Xbox threw away TOSLINK support for their later revisions for cost-cutting purposes as well. Doesn't seem completely out of line, considering newer receivers fully support whatever version of HDMI they're on now.
(1920*1080*32bit = ~7.91MB btw)
bulk of WiiU games at E3 conf was 720p no AA
Only 10 gigs of Hard drive space are you fucking kidding me?
I saw plenty of jaggies during the press conference.