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WiiU "Latte" GPU Die Photo - GPU Feature Set And Power Analysis

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You call me stubborn, but I'm not the one not willing to explain my position.
With posts as huge ass as mine I find it surprising that I'm apparently not explaining myself.

I'm doing so all the time; repeatedly.
Mario was not even the most complex character on the Gamecube. We saw Leon Kennedy pull far more geometry than him (and hell, even Galaxy's Mario too). It was also an early generation game that had a focus on open world and doing lots of physics for the water. Developers always get better with the hardware as time goes by.
See, the Mario Sunshine model wasn't complex at all; but going just under 1500 polygons was still a choice - and that was my point. There's no such thing as generational thresholds for polycounts, Mario Sunshine had a low poly main character model for it's gen, it wasn't "somewhere between N64 and GC".

And did you even read my post? No need to tell me about RE4 Leon Kennedy model when I stated PS2/GC/Xbox character model polygonal detail record was Billy Coen on Resident Evil 0, sitting at 25.000 polygons counting the handgun. Another corridor'ish GC game from Capcom, P.N.03 managed to push ~14.000 on Vanessa Z. Schneider. We could go on, but there's no point; I fully know what GC was capable of and pulled, thank you.

Mario Sunshine though, had very little "water physics" by the modern definition of that, and even less "open world" going on (you could see neighbour areas on each level, but you couldn't go there; you were stranded on levels, like on, say, Mario 64). It was simply a choice like any other, and yes, I bet more development time and they could have pulled the 60 fps original target framerate (and the 1500 polygon decision was no doubt tied to it). Mario Galaxy though is 60 fps and still has a character model 3.6 times more detailed; they used part of the extra overhead and optimization to go further on the model because it benefitted from it. Again, it's a balancing act; it's doesn't look *half* as good as Leon from RE4 at 5000 polygons despite the fact Leon has 10.000 polygons going on. no. They're different.

Same can be said for every single character model in existence, being used on a different game and under a different artistic direction; they have different needs.

My point is: If they wanted to go higher they could (at limit, coming at the price of toning something else down), but they didn't. And lots of Wii U games won't go higher not because they can't but because they don't need to.
Now again, I find it very hard to reason with you if actually think Wii U is 4x greater or more in power than the PS3. Look at Wii U's games right now. Shouldn't they show obvious benefits if that was true? Instead, we probably don't even have a game that's more complex than Crysis 3 on PC (and who knows if it ever will?)
You're turning it backwards. I never said you should expect a 4x geometry increase over anything; and I didn't because I won't. The fact you're expecting something along those lines from me amazes me, did you even read what I said up until now?

What I said goes along the lines of software is a sum of all parts, hence with whatever extra overhead I have, I can invest it all in something, hence I could make a point in quadrupling character model polycount over the PS3/X360 since I have a more overhead - but the point is: why should I? Asset detail balance varies, but usually levels take a lot more geometry than the character model.

Quadrupling the whole games geometry 4-fold? hell no, lol. But I don't even see why you should seeing it's still 720p and current gen is NOT really geometry starved and that's the real reason nobody talks about polygons anymore (hence you making the point that a perfectly rounded looking game doesn't really "surpass" PS3 geometry) - Polygon starvation only happened this gen (save lousy rendering engine/tech) in the cases it opted to forgo it for more normal and displace maps over polygon throughput and that's a tendency that lessened throughout the generation too (Gears of War 1, 2 and 3 being poster childs of that "evolution/balance/re-evaluation").

And even if they could 4-fold it I can imagine some developers would simply forgo variable LOD before they dreamed of going higher.
Or another thing. There where Wii U multiplats at launch that sacrificed geometry over the PS3/360 games. I'm not making this up. Digital Foundry has those comparisons shown for Darksiders or Tekken Tag Tournament 2. I think if Wii U had such an impressive advantage, it wouldn't be the first console in history, to struggle with games from last gen at launch.
auunp3.jpg


That's it, I'm officially quitting this discussion; that has been discussed to hell and back before, the reasons for it were well discussed and I'm not willing to go there with someone as certain of everything as yourself.

Very different architectures, up to now you had paradigm shifts but mostly linear evolutions going on; every new part would surpass the older part in everything tenfold. Such generational leaps are out of stock these days, and this generation cpu architectures were a complex dead end branch of evolution; hence Wii U and other platforms are straying away from it; that means code written for them, and optimized for years for them is gonna suffer heavily, it's that einstein quote, fish don't climb tree's, but you can conclude they're dumb from that; in fact it's pretty dumb to conclude just that.

Even XBone and PS4 CPU's are barely meeting not surpassing those cpu's GFlop performance despite the fact they have more logical cores going on (Xenon's 3 cores match XBone 8 core GFlop rating); Wii U cpu can certainly do more (not a testament to it's quality, just how inefficient current gen cpu's were), just not the same way, the fact there was a lack of balance on them this gen though, made it so that devs adjusted and heavily optimized code for those strengths; optimization that needs to be undone for Wii U, XBone and PS4 ports. XBone, PS4 ports could suffer too, they probably just won't because unlike with the Wii developers will actually have a team of more than 3 people doing said conversions; as well as more time, budget and willingness too; the extra overhead might help a little too, but it doesn't tell the whole story.

I also think mentioning Darksiders 2, a game made under such kind of pressure and lack of results is really ill intentioned on your part; proves nothing. Launch titles in general too, but that one in particular should be disregarded completely for obvious reasons.


Said changes to architecture though are all things you can't really measure, and I can understand them not being all that obvious.

There's one good example though, PS2 vs XBOX 1; Xbox next to PS2 was a behemoth but it caved in hard to run Metal Gear Solid 2 PS2 port, do you know why? PS2 CPU had 6.2 GFlops to it, GPU outputted 0 GFlops, Xbox was more regular design, so CPU outputted less than 2 GFlops and GPU did all the rest resulting in a way more balanced platform. But Metal Gear Solid 2 attempted to do things like running the rain from the CPU, a GFlop demanding kind of code too.

And the platform didn't have that overhead there but elsewhere, so performance was really bad - simple really (and you had idiots saying Xbox was less capable than PS2 due to that); but truth is you'd have to rewrite and repurpose all that code into somewhere else. That would be a load of work for the team though, hence they didn't bother.

Same is true for Wii U versus X360/PS3 code; in a universal way too. In regards to how much better they could manage had minimum resources not been a reality, I dunno. But exclusives are showing a bit of overhead so you have to assume it's really there - I'm not pointing towards Mario 3D World, whatever it's doing it's hard to judge for me at this point (but I'll hammer away that the PS2 quote is very out of place still).

Software written for X360/PS3 is Wii U's behemoth, it's better off running a PC or XBone/PS4 downport; but that proves nothing other than the CPU being a very different beast.
Developers on the other hand, are still continuing to make improvements over what the PS3 could do on the PC/PS4/XBO.
Developers are trying to present a generational leap because they believe that sells hardware/software; but our point has been that you have current gen character models eligible for the highest budget next gen production, and nothing's gonna humiliate, say... The Last of Us.

Generational leaps are becoming harder and harder to present.

Nintendo is no different, hence we're seeing an effort to go past what's expected on PS3/X360, them and their associates are the only ones making such effort on their platform though; and said improvement will be halved against other upcoming platforms.
 

ThaGuy

Member
Its fucked up how all the decent people are backing out of this thread while the agenda whores will keep wrecking havoc. I don't mind debating, hell I actually want more of it. But when people start to make asinine points, it becomes so redundant that I see why people like lost in blue and bg wants to back out. I wonder if the other 2 consoles will get a thread like this cause its going to be entertaining to see who says what.

To stay on topic, Is it possible for valve to add steam/steambox features to the Wii U in any type of way? I heard they are going to announce different ways/boxes to access steam and it would be interesting if the Wii U was a device. It seems like their controller has all the features the gamepad has.
 

Easy_D

never left the stone age
So I went back a few pages and all this shit is because a guy was impressed by how well 3D World looks? Really? Is this what this topic's come to?

I mean it doesn't take half a brain to understand what "bloody good poly counts" means.
Besides, the word "looks" VERY CLEARLY HINTS at a subjective view.

Everything does look very smooth and well rounded, it doesn't matter whether a fucking baseball has more or less polys than Mario, it looks round, it looks nice.

I can see how lostinblue gets annoyed.
 

JordanN

Banned
I can see how lostinblue gets annoyed.
I don't see how lostinblue is innocent in this. He clearly said my metric "doesn't make sense" then when I said "let me explain it to you" the rest of his response was "nope, nope. Not going to listen to you. Not one bit". Later throwing out words like "stubborn" when I still said to him "let me explain".

I don't see it as my fault. I really don't. I did admit the later posts were getting convoluted but when I posed my initial question and no one wanted to answer other than dance around or laugh, that was uncalled for.
 

prag16

Banned
So I went back a few pages and all this shit is because a guy was impressed by how well 3D World looks? Really? Is this what this topic's come to?

I mean it doesn't take half a brain to understand what "bloody good poly counts" means.
Besides, the word "looks" VERY CLEARLY HINTS at a subjective view.

Everything does look very smooth and well rounded, it doesn't matter whether a fucking baseball has more or less polys than Mario, it looks round, it looks nice.

I can see how lostinblue gets annoyed.
No way dude. It's a PS2 level baseball.

jenniferlawrencesarcasticokay.gif
 
Wow, I had no idea SMG had that much of a poly bump.

But in fairness, shouldn't it be pointed out that SMS was an open world game as opposed to SMG?
SMS wasn't really open world as it was level based, but SMG used variable LOD more heavily due to it's "traveling" nature, that doesn't make it any less intensive though; tracking objects in "space" is not free, the further they are the biggest the scope of coordinates to track is; it's very different from "closed room rendering"; and Mario Galaxy renders things like special rooms as part of the levels (it just hides them very far); it's a very honest game, even with the variable LOD going on, it's not pulling many tricks compared to what it could be doing.

It's consistently very high polygon too, something one just has to plug SMS onto Delphino Plaza to conclude to be more than a fluke. Dephino plaza has boxes with roofs for buildings, textured windows et all; Mario Galaxy would never go that low; geometry is always much richer even in levels like the first one, with the lake and castle.

Mario Sunshine is very low poly all around, I suspect for being essentially first generation GC software meant for 60 fps (later halved) and because of the water being too demanding at parts. Mario Galaxy actually has generally poorer water (less multitexturing passes going on) than the best Mario Sunshine water, but that's it.
edit: Do we know the amount of polygons for the SM3DW model?
Not yet, it's bound to be interesting once the game is out and someone managed to rip it's models.

Only then we'll know how much of a leap is there on the assets.


This said, Mario's model is heavily more detailed:


(click on them to see the full not-resized images)

Ears, hands, moustache, outlines; easily more than double the detail judging for things like the shoes so 10k for sure, perhaps as much as 20k; and I can't believe I've actually pitching numbers here. If it's something like 20k or over that though then it's pretty impressive for a game typically as zoomed out as this though (and if there's not LOD switching it means having 4 hugely detailed characters per frame at times), not touching the quadruple thing with a ten foot pole but I'll repeat the why go higher reasoning; I can't really see any polygons going on in there at 720p despite how close distance it is, quite the contrary - so why go higher?

I can criticize stuff like the mapping going on on the hat that I really don't know if I dig; but not the polycounts. It seems appropriate.


Suffices to be said the only non-Nintendo-Console platformer series with a budget worthy of mention this gen is probably Ratchet and Clank series; and those ran at 960x702, 60 fps.

This is doing full 1280x720 at 60 frames and it's pretty high polygon at that. I fail to muster the disappointment (I'd much rather have a Mario Galaxy 3 like everyone else, but that's it)
 

Oblivion

Fetishing muscular manly men in skintight hosery
Thanks for the response, lost.

Totally agreed on the water, btw. That always did seem like the only thing that SMS had going for it graphically. Again, though the water physics had a much greater role in that game than SMG so it's understandable.
 
I don't see how lostinblue is innocent in this. He clearly said my metric "doesn't make sense" then when I said "let me explain it to you" the rest of his response was "nope, nope. Not going to listen to you. Not one bit". Later throwing out words like "stubborn" when I still said to him "let me explain".

I don't see it as my fault. I really don't. I did admit the later posts were getting convoluted but when I posed my initial question and no one wanted to answer other than dance around or laugh, that was uncalled for.
I'm not innocent from the moment I'm posting and I don't mean to be; it's a conversation so I'm guilty as charged for everything I said, I have to be unless I retract it, same for you.

I avoid going in circles in the limited amount of things I have to say though, as I have no doubts you've felt you're going in circles reiterating your point in the last few pages, hence the bailing out, it's really not *you* in the whole port thing, but we've been discussing this and pretty much pinpointed it accurately quite a while ago, the reasons why X360/PS3 ports don't do Wii U any favours, it's only natural for me to get grumpy for having to go at it again; you'll have to excuse that; but you really were building a case on wrong pretenses there, regardless of how capable the hardware really is, or not.

I've long exhausted the gist of what I had to say; one can always say more, but it turns into variations of the same theme.

In regards to everything, you and I disagree, that's it. I don't think I refused any explanation you gave, but most of them were things that just confirmed the fact that, yeah, I can't agree. It's not about not listening, it's about listening to what you thought you were listening to in the first place.

No point in finger pointing though, I think you're stubborn, yes. I didn't mean it as an insult though; I don't think it is; but if I was in your place I would have either backtracked or agreed to disagree a long time ago. Hence why I tried to bail out from the moment I understood we would just agree to disagree at best.

I understand you're trying to put the "between PS2 and PS3" point across, but I really mean everything I said in regards to it; I think polycounts for said game are more than appropriate and I don't think there's a gold standard this gen; or clearly defined baseline.

I clearly believe, after examining the character models from the screenshots available that "if" it was a PS3 title it certainly wouldn't fall into the lower character model polygonal detail scope; quite the contrary (therefore never applying for the term PS2). Not so sure it could be pinned against the absolutely most detailed cutscene models available either, but I've elaborated on that also.


About quadrupling polycounts being the generational leap; not only do I think it really doesn't work like that anymore and it's really hard to ballpark where this generation starts and ends (some things might quadruple, others won't; hence me insisting on franchises that made big leaps across a few games; if something needs improving I believe it'll be, but they'll pick their battles, as always; and fact is bumping polycount just because really isn't it).

I see a far better leap on Tesselation being implemented properly seeing LOD can be adjusted automatically and maximum throughput adjusted on the fly; that requires specific modeled assets to avoid "fat objects" so it's a challenge; but if you did it on 360 ("if" the thing had a modern tesselator) games would look better using the same polygons, let alone if you had a bigger polygon throughput.

Also like I said, I don't thing current gen is all that polygon starved (which is different than saying it can't improve); it's not unlimited, of course most artists would prefer to not optimize at all or not having to create separate assets like a cutscene model alongside the in-game version; but that's simply how it is; even in CGI animation they often do several faces for each and every expression. But fact is, a 4 times the geometry can never be perceived as a 4-time improvement at this point; necessity varying on a case-by-case basis.
 

prag16

Banned
You refused hearing my logic on the PS2. Your last post started throwing out "basis" (like how am I suppose to know what that is?) to which you finally resorted with "stubborn".

This deeply annoys me. What's scaring you from not wanting to listen? You don't have to call me anything. That has nothing to do with the discussion. I don't like the hit and run style of calling someone wrong and not willing to stay when asked to be corrected.
Wait are you saying you have some kind of rock solid validation for the out-of-place PS2 mention that you're holding back because lostinblue allegedly in refusing to listen to you?

As is the case with most of your posts over the last couple pages, I don't follow.

(And no, the reason for that is NOT that I'm too dumb to understand. The reason is that instead of admitting you may have made a poor choice of words, you decided to muddy the waters as much as possible with a bunch of gymnastics and pseudointellectual blather trying to vindicate yourself after having backed yourself into a corner. So far your best reasoning trying to prove you're not just dumping on the Wii U for the sake of it was "I could have said PS1".)

So where's this justification that I'm too dumb to understand and lostinblue is too stubborn to listen to? And don't just link past posts, because I've seen them all already, and they hurt your case more than help.
 

JordanN

Banned
Edit: Same with this post. I don't want anymore (having 3 pages dedicated to me is just too much). This thread may be dead but I got a life. I don't want to be caught up anymore in this Wii U slamming non-sense. And I still dislike the treatment I got for posing a question and not getting answers.
 
^ It's the metric that didn't really make any sense; lwilliams3 said it better by putting next and current gen polycounts and expectations side-by-side but, not only do you have various means to an end, there's also the issue of a 1000 polygon ball is already round enough, so 2000 polygons is bound to be diminishing returns regardless of wether you do it or not; if you don't nobody will notice, and if you do perhaps you'd be better off investing that budget elsewhere, it's that simple; keeping the framerate will be a better balance than running it into the ground because you want to push a few more polygons (you needed to do that on PSone/Saturn and N64 as a few less polygons made such a huge difference, not so these days).

Simpler polygonal graphical styles are technically less in need of polygons to pull through, as evidenced by Wind Waker HD being re-issued and being praised everywhere, that's a game where the Link character model weighted in at 2800 polygons, at least on the very similar GC version.

You could pull a shitload more polygons into it and it would be diminishing gains considering it already looks pretty damn good.

Mario games are a similar example, Mario Galaxy's Mario character model had 4877 polygons, fun fact: that's 3.6 times over Mario Sunshine's 1348 polygons; which could be considered it's "last gen" counterpart.

In order to quadruple that you'd only have to reach 19508 polygons, something they probably only didn't go for because a) they didn't want to b) they didn't need to. 19.5k polygons being above average for current gen standards, specially if it's an in-game character model and not a cutscene one, in fact at 720p more than being a challenge it almost seems like a waste.

Models are pretty high polygon for what they are though, just like Mario Galaxy was pretty high polygon for a Wii game.

Doesn't really make sense to go the "generation route" about this, because it either looks pretty good or it doesn't; if it doesn't and it's not due to lousy modeling/animation/texturing then it boils down to lacking in geometric detail (something that can be attributed to lacking polygons, or being poorly mapped with more advanced techniques, but we already went there).

In the end, it's like this, you have a cube, is a 10.000 polygon cube better than a 12 polygon cube? next gen cubes are still cubes, they don't need to have higher geometry to them (and you've had games built around cubes, like Cubivore, hell, there's 3d dot games heroes on PS3), so every game has to find their own sweet spot; whatever the polycount Mario 3D world went with... It's probably appropriate as long as you don't feel it's lacking geometry. This generation was 720p, the next one will be sub-1080p-and-often-720p, it's not such a big leap that current generation character models are bound to look like shit providing they were properly detailed and textured, so investing somewhere else to make a difference would be the clever thing to do, unless you really require those extra polygons (I mentioned Forza 5 before, so: Forza 5 seems to need them and hence it'll go there); everybody else... perhaps not, unless on cases where they had variable LOD going on where they'll of course try to stick with the highest LOD from the get go (or apply tesselation, but that might be a game changer in itself).

What defines a generation is not a linear thing; polygons defined it at one point, we're past that point though, and this generation is gonna be all about RAM, shader capability and passes; not polygons.

Backtracking... the "in between PS2 and PS3" remark didn't make much sense. There's lots of ways to claim something and that was simply a bad way to do it; because these days you'll only push for higher *something* if you think you need to, no title this gen tried to be a "polygon pusher" for instance, because even if they hit a wall and have to apply some trickery... they simply won't disregard a balance of needed features, they can't go one trick pony on it in the name of getting horrible results.

Resources are still finite, but precisely because of that you have to pick your battles it just happens that, unlike a few generations ago polygons are often not your biggest problem, far from it, same as saying variable LOD is not a industry standard. (for open-world games though, it is); more power, had that been "the" bottleneck will just enable developers to avoid the variable LOD/proximity asset replacement process and it'll result in generally the very same results to the viewer. Hence, not much of a generational leap, right?

Unless Tesselation comes into full play, but that's a potential game changer for a reason, if used in a plentiful manner it could enable a generational leap on a machine no more powerful than X360, precisely because it can add detail to details close to the camera and simplify detail for further away objects. Nobody knows how to use it in a way that is not complementary as of now though; so games that use it are using it as a icing on top rather than building the game to be light from the ground-up yet really scaleable.

The needs of developers are never really predictable, so before a generation is in full swing we'll never know what kind of advantage really gives developers the edge, but the sheer graphical leap of previous generations is unattainable, and it would be even if the leap could be rated to be as big (in processing power) as in the past something that it really isn't. So they have to focus on the things that really make a difference; such things might not even have to do with power in a linear way, as seen with animations on, say... GTA5; it's like the discussion of going realtime shadow map for a gameworld or keeping it pre-baked, really. They'll only go realtime if the gameworld needs it or they have so much power they don't need it elsewhere - polygons is bound to a similarly etched balance.

And Mario 3D World uses as many polygons as it needs to.
Very good post. Thanks for finding a link to the actual polygon count for Mario's Galaxy model. I eariler got it mixed up and that 6900 number was for Link's model in TP.
 
You just missed it. I made the final edit out of a series of many edits. But I'll still bite.

No one can prove just saying PS2 is some kind of slam against Wii U. I didn't make that post to slam Wii U, I made it to get an idea what kind of geometry is being talked about.

Edit: Woah woah woah. I'm not having 3 pages dedicated to me. Sorry, but the fun's over. This thread may be dead but I got a life. In summary, I never slammed Wii U. I really don't care if you keep imagining it, I did more than enough to disprove it. And I'm really disappointed nobody wanted to answer my question what "bloody high" meant. I'll take this as a life lesson though for future Wii U posts.

You do come off like you have an agenda. I noticed you were the only one who jumped on a post in a BF4 thread when someone, mentioned DICE were unwilling to deal with the hurdles developing on the WiiU. Whenever this thread shows up on the front page you show up to give a negative comment. In this case, you responded to a post that is subjective and on your part totally taken out of context.
 

fred

Member
Pretty much everything everyone else has said.

Like I mentioned before, anyone with any doubts about the Wii U pushing a decent amount of polys just needs to look at the Gomorrah boss fight from the Bayonetta 2 demo.

And isn't the Bayonetta model supposed to be over 100,000 polys on its own or was that a cutscene model..? Even if it's a quarter of that you're still looking at a lot of polys when you take the Gomorrah model, the skyscraper that the boss fight is happening on and the cityscape in the background.

And then you've got X to take into account too with its detailed mech models and large creatures.
 
Edit: Same with this post. I don't want anymore (having 3 pages dedicated to me is just too much). This thread may be dead but I got a life. I don't want to be caught up anymore in this Wii U slamming non-sense. And I still dislike the treatment I got for posing a question and not getting answers.
Go take a break dude, you are way to emotionally invested in these Wii U arguments its a bit ridiculous. Its just video games man. Maybe play them time to time to blow off some steam.
 

MDX

Member
I
To stay on topic, Is it possible for valve to add steam/steambox features to the Wii U in any type of way? I heard they are going to announce different ways/boxes to access steam and it would be interesting if the Wii U was a device. It seems like their controller has all the features the gamepad has.

I was thinking the same thing.
If Nintendo could offer a plethora of games via Steam for a nominal fee (they have their own e-shop), they could solve their third party problem. Those rumors back in the day about Valve talking to Nintendo, and recently

Let history designate Martijn Reuvers and his team at Dutch indie studio Two Tribes as an ambitious lot. They recently tried to convince Nintendo and Valve to work together—specifically, to let their Wii U game talk to their Steam game.

could facilitate a future partnership.
 

RayMaker

Banned

mario's ears look a lot rounder in SM3DW, you can see the edges in galaxy

---------------

Oh right, was gonna say I prefer the top one, mario does not need more detail, he just needs to look like mario.
 
There's one good example though, PS2 vs XBOX 1; Xbox next to PS2 was a behemoth but it caved in hard to run Metal Gear Solid 2 PS2 port, do you know why? PS2 CPU had 6.2 GFlops to it, GPU outputted 0 GFlops, Xbox was more regular design, so CPU outputted less than 2 GFlops and GPU did all the rest resulting in a way more balanced platform. But Metal Gear Solid 2 attempted to do things like running the rain from the CPU, a GFlop demanding kind of code too.

I don't quite understand the whole GFlops game you are talking about, but Xbox's problems with the rain in MGS2 are pretty easy to explain. PS2 was a monster with transparency effects, while Sega even had problems getting the Shenmue Dreamcast transparency effects working as smoothly on Xbox.

There's nothing special about it, and was about as far as advantages went on the Ps2 side of things.
 
I don't quite understand the whole GFlops game you are talking about, but Xbox's problems with the rain in MGS2 are pretty easy to explain. PS2 was a monster with transparency effects, while Sega even had problems getting the Shenmue Dreamcast transparency effects working as smoothly on Xbox.

There's nothing special about it, and was about as far as advantages went on the Ps2 side of things.
I'm aware of the Shenmue 2 situation.

Thing is, Dreamcast was a texturing beast with very little hit doing so (and they were using and abusing textured polygons with transparencies there because by it's turn it wasn't a geometry beast and geometry had a pretty big hit on available memory, as small as that was) Xbox wasn't [a texturing beast] for sure, but there's no reason it couldn't pull a properly retooled Shenmue 2 just fine.

It didn't because it was an understaffed port of a game built for Dreamcast strenghts, and lots of things lacked polish like occluded texture layers being switched and appearing on top when they should be under. My point to saying this is that it was for the most part batch converted. It's fair to say the console certainly had a bottleneck on alpha, also noted on other games, but I'm not so sure regarding MGS2 hitting the wall due to the same reasons, although I'm pretty sure that one was also understaffed.

This for a few reasons, first of all because Playstation 2 also wasn't [a texturing beast] - far from it, I'm not so sure it was a "transparency monster" I know it had little hit doing multiple passages (it was designed with that in mind) but I digress; secondly, because the general consensus back them leaned onto the explanation I cited and I tend to assume that there was some reason that I don't know or recall (wether it was confirmed or a theory), and lastly the novelty factor about MGS2 really was the intrinsic particle engine going on, that used the vector units; the same engine with modifications having been used later on Zone of the Enders 2, a game whose port for current gen platforms originally suffered precisely due to engine optimization in regards to the particle subsystem and the fact it had to go from code meant for Vector Units into something else entirely (and it was only solved via patch on PS3, so I heavily suspect they retooled the code for the SPE's; something that falls in line with CPU doing floating point particle processing).

Point being: Sure it had alpha to it, but it was also a particle engine running on the CPU and I'll still lean towards that being the culprit before disastrous alpha performance.


Had that not been the explanation back them and Zone of the Enders 2 a problematic test subject of the same heritage and I could be making the point you're making though; it's pretty logic, I can see where you're coming from, I'm just not so sure.


Shenmue 2 is also a good example of a port made for a more powerful system that didn't really manage to top it due to different architecture and art direction choices, though. Just like MGS2 Xbox is/was; my point in reiterating it being that of a telltale, if you make hardware crunch through things in a way that isn't favored by it you'll ultimately pay a price; that's certainly true for Shenmue 2 and MGS2, regardless of the interesting technicalities associated.

Some people also marched on saying Xbox couldn't even handle Shenmue 2 properly after all, it really fits together with MGS2 in the kind of example it is.
 

Lonely1

Unconfirmed Member
So, looks like the ESRAM architecture is presenting challenges for early XBONE software, but (performance) will improve with developer familiarity... But no for Wii U though, which has a similar memory setup, but already has been established that early and rushed software accurately portraits the maximum performance achievable on the system.
 

sfried

Member
So, looks like the ESRAM architecture is presenting challenges for early XBONE software, but (performance) will improve with developer familiarity... But no for Wii U though, which has a similar memory setup, but already has been established that early and rushed software accurately portraits the maximum performance achievable on the system.
Uh, care to explain how is that so? I really don't think many games get even close to showing maximum performance achivable, and even Criterion and Shin'En seems to be using only part of the system's resources thus far.
 

Hermii

Member
Uh, care to explain how is that so? I really don't think many games get even close to showing maximum performance achivable, and even Criterion and Shin'En seems to be using only part of the system's resources thus far.

Im pretty sure he was referring to general perception of the Wii U, not how it actually is.
 

AzaK

Member
So, looks like the ESRAM architecture is presenting challenges for early XBONE software, but (performance) will improve with developer familiarity... But no for Wii U though, which has a similar memory setup, but already has been established that early and rushed software accurately portraits the maximum performance achievable on the system.
Of course it will improve but remember that the Wii U has pretty anaemic main RAM bandwidth whereas the XBO still has 60GB/s ish so it may be able to offload more to main RAM than Wii U.
 

prag16

Banned
Of course it will improve but remember that the Wii U has pretty anaemic main RAM bandwidth whereas the XBO still has 60GB/s ish so it may be able to offload more to main RAM than Wii U.

Everyone always cites this as if they know the ramifications, but the fact remains that not ONE dev has EVER complained about the memory architecture/speed/etc while a few have complained about the CPU.

It doesn't sound like it's a bottleneck based on the information we have so far.
 
Of course it will improve but remember that the Wii U has pretty anaemic main RAM bandwidth whereas the XBO still has 60GB/s ish so it may be able to offload more to main RAM than Wii U.

How much bandwidth is needed depends on how much computing power you have to feed (CPU and most importantly GPU). Xbox One at the very least has about 4x the GPU power so it's quite reasonable that it needs a lot more bandwidth.
Also, when put in relation to its computing power, Wii U has more and faster eDRAM (even if we don't know how fast exactly).
 

AzaK

Member
How much bandwidth is needed depends on how much computing power you have to feed (CPU and most importantly GPU). Xbox One at the very least has about 4x the GPU power so it's quite reasonable that it needs a lot more bandwidth.
Also, when put in relation to its computing power, Wii U has more and faster eDRAM (even if we don't know how fast exactly).

Everyone always cites this as if they know the ramifications, but the fact remains that not ONE dev has EVER complained about the memory architecture/speed/etc while a few have complained about the CPU.

It doesn't sound like it's a bottleneck based on the information we have so far.

My point still stands. With faster main RAM I/O the XBO can afford to keep targets in RAM moreso than Wii U.
 
My point still stands. With faster main RAM I/O the XBO can afford to keep targets in RAM moreso than Wii U.
Yes, but no one here believes that the WiiU will suprass the Xbox One in terms of graphics.
The XBOXOne in fact will continuously try to achieve 1080p resolutions, or at least above 720p ones, while the WiiU is a console conceived clearly around the 720p target (there will be some games at 1080p like SSB or WW, but Nintendo is selling the console at a much more affordable price than their competitors and with the Gamepad as it's main feature, unlike their competence that fights for the "best graphics" crown).

Even considering that, the CPU has much more cache per core than the one found on the Xbox One, and the GPU has those extra 2+1 eDram-eSram that of course will also alleviate the impact on the main memory.

So, all in all, I think that the WiiU is a MUCH more balanced system than the Xbox One.
 

prag16

Banned
My point still stands. With faster main RAM I/O the XBO can afford to keep targets in RAM moreso than Wii U.

Basically what freezamite said with regard to the memory bandwidth. If Wii U was trying to do things "on par" with xbone, then yes, you'd be right. But we've yet to get any indication that the Wii U is AT ALL bandwidth starved in practice. It's all been speculation based on a number that who knows, may even be wrong (even though it's PROBABLY right).
 

AzaK

Member
Basically what freezamite said with regard to the memory bandwidth. If Wii U was trying to do things "on par" with xbone, then yes, you'd be right. But we've yet to get any indication that the Wii U is AT ALL bandwidth starved in practice. It's all been speculation based on a number that who knows, may even be wrong (even though it's PROBABLY right).
I don't think I ever said it was bandwidth starved but it will depend on judicious use of the eDRAM and the number of render targets you need and how much data you need to pull.

All I was saying is that if you are targeting 720 on an XBO you have basically the same amount of eDRAM plus a 60GB/s bus to main RAM. You can do more with that.

I wasn't putting down the Wii U.
 
I don't think I ever said it was bandwidth starved but it will depend on judicious use of the eDRAM and the number of render targets you need and how much data you need to pull.

All I was saying is that if you are targeting 720 on an XBO you have basically the same amount of eDRAM plus a 60GB/s bus to main RAM. You can do more with that.

I wasn't putting down the Wii U.
Of course you can do more with that, you're also paying more for that and it's been released 1 year after.
But that's like saying that because a Voodoo 3 had 16MB of VRAM then it's fine if an R9-290X have the same amount of video memory.
Of course I'm not implying that the difference between the WiiU and the Xbox One is the same as the one between a Voodoo 3 and a R9-290X, but the impact of having 32MB of eDram is much higher on the WiiU than on the Xbox One. If you add to this that the WiiU in fact has 32+3MB embeded on the GPU...

lightchris said:
I disagree.
Why?
 

fred

Member
Yes, but no one here believes that the WiiU will suprass the Xbox One in terms of graphics.
The XBOXOne in fact will continuously try to achieve 1080p resolutions, or at least above 720p ones, while the WiiU is a console conceived clearly around the 720p target (there will be some games at 1080p like SSB or WW, but Nintendo is selling the console at a much more affordable price than their competitors and with the Gamepad as it's main feature, unlike their competence that fights for the "best graphics" crown).

Even considering that, the CPU has much more cache per core than the one found on the Xbox One, and the GPU has those extra 2+1 eDram-eSram that of course will also alleviate the impact on the main memory.

So, all in all, I think that the WiiU is a MUCH more balanced system than the Xbox One.

Yup, agreed. Nintendo usually produce balanced systems, and right from the beginning they've done their best to make the Wii U a balanced, efficient system with no bottlenecks if that Iwata Asks is anything to go by.

And regarding the RAM, developers have done nothing but praise the RAM so far. I'm still very interested to hear what was behind Ancel's 'almost unlimited' memory comment ages ago. I was originally thinking that they could be using some of that 5GB space that the OS takes up as temporary swapspace but the Flash wouldn't be fast enough and would suffer physically from being written to and deleted from over and over.

I really can't imagine the OS having anywhere near a 5GB footprint so there has to be something going on somewhere. There shouldn't even be as much as 20% of that being taken up by it. It's very odd indeed.
 

tipoo

Banned
Query, why was 160 shaders/8ROPs/16TMUs considered an odd configuration earlier in this thread?

I ask because I just remembered my 4 year old Dell laptop used to have the 4570, with 80 shaders, 4 ROPs, and 8 TMUs, which is the exact same ratio, just halved.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
Query, why was 160 shaders/8ROPs/16TMUs considered an odd configuration earlier in this thread?

I ask because I just remembered my 4 year old Dell laptop used to have the 4570, with 80 shaders, 4 ROPs, and 8 TMUs, which is the exact same ratio, just halved.
I don't recall it being considered 'an odd' ratio, but I'm a bit forgetful these days. It was the sheer size of the SIMD blocks that was making the 160 SPs scenario questionable, not the ratio itself.

/posted from a 80:8:4 machine
 

tipoo

Banned
I don't recall it being considered 'an odd' ratio, but I'm a bit forgetful these days. It was the sheer size of the SIMD blocks that was making the 160 SPs scenario questionable, not the ratio itself.

/posted from a 80:8:4 machine

Thanks, maybe I was thinking of it the other way around, that 320 would be odd with only 8 and 16 ROPs and TMUs.

By 80:8:4 I assume you just put TMUs first (not like there's a convention, but it would seem most people do ROPs first so 80:4:8), and it's still 2 ROPs to 1 TMU? Would that be a 6310, or the same 4570 as mine?
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
Thanks, maybe I was thinking of it the other way around, that 320 would be odd with only 8 and 16 ROPs and TMUs.

By 80:8:4 I assume you just put TMUs first (not like there's a convention, but it would seem most people do ROPs first so 80:4:8), and it's still 2 ROPs to 1 TMU? Would that be a 6310, or the same 4570 as mine?
It's an Ontario-hosted 6290.
 
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