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Nintendo expanding dev tools for Wii - fur shading, predictive input, text to speech

gcfan2k5 said:
the Wifi is separate, ill show you if someone posts a pic of the motherboard
here it is for those who are interested.....
48wmb8h.jpg
 
M3d10n said:
Heh? I remember Carmak bitching about how it wouldn't fit on the RAM or something. I'm glad they didn't do it, the textures look too low-res already on the Xbox version, the GC version would probably end up looking like a bumpmapped N64 game.
Actully in theory the GC had four times the texture space then Xbox.
 
To put things into perspective for those who dont know what ive been saying about the HUGE increase in transistors for the wii GPU, im posting a pic of the flipper die, with the pink areas being all the area with more transistors

flipperdieqe4.jpg



the pink areas will be the new transistors, and inside the die itself ive accounted for using 1t-sram Q rather than 1t-sram, it cuts the physical size in half :D
 
I don't think Julian Eggebreht comment about Wii having a "insane fillrate", suggest that the console fillrate is 900 mega pixels. Fill rate buring effects like fire is used to engulf an entire room in Red Steel almost making it nearly impossible to move around in the room.

When devs are saying Wii is a souped up Xbox, reading post by some guy suggesting that the PS2 can out perform the Wii ony proves he's basing his information on maxconsole specs that suggested that Hollywood is a OC'd Flipper.

It should be obvious that you can't get the same texture quality with 24MB, that you can with 88MB. Unless Genius Sorority found some hidden memory in the Cube.
 
gcfan2k5 said:
To put things into perspective for those who dont know what ive been saying about the HUGE increase in transistors for the wii GPU, im posting a pic of the flipper die, with the pink areas being all the area with more transistors

flipperdieqe4.jpg



the pink areas will be the new transistors, and inside the die itself ive accounted for using 1t-sram Q rather than 1t-sram, it cuts the physical size in half :D

ARGH. Can you explain us something more about these parts ? No, I'm really interested, but I don't understand much in this schema.
 
OG_Original Gamer said:
I don't think Julian Eggebreht comment about Wii having a "insane fillrate", suggest that the console fillrate is 900 mega pixels. Fill rate buring effects like fire is used to engulf an entire room in Red Steel almost making it nearly impossible to move around in the room.

When devs are saying Wii is a souped up Xbox, reading post by some guy suggesting that the PS2 can out perform the Wii ony proves he's basing his information on maxconsole specs that suggested that Hollywood is a OC'd Flipper.

It should be obvious that you can't get the same texture quality with 24MB, that you can with 88MB. Unless Genius Sorority found some hidden memory in the Cube.

Indeed, all of the evidence points to having 1.95Gpixel and Gtexel fillrate, which for 480p IS insane, the radeon 9800pro has 3Gpixel fillrate, to put it into perspective. And it was running games at 1024 x 768.
 
Mithos Yggdrasill said:
ARGH. Can you explain us something more about these parts ? No, I'm really interested, but I don't understand much in this schema.

Ok, the picture part of that is a picture of the flipper GPU that was in gamecube =) and the pink areas ive added, show the difference in the size of the gamecube chip, and the wii chip.
 
gcfan2k5 said:
Ok, the picture part of that is a picture of the flipper GPU that was in gamecube =) and the pink areas ive added, show the difference in the size of the gamecube chip, and the wii chip.

No, I mean the names: SU, CP, DSP, NB, XF, .......

I wanna not abuse of your knowledge too much, but I'm curious.
 
Mithos Yggdrasill said:
No, I mean the names: SU, CP, DSP, NB, XF, .......

I wanna not abuse of your knowledge too much, but I'm curious.


PLL: Phase Lock Loop
eFB: Embedded Frame Buffer
eTM: Embedded Texture Memory
TF: Texture Filter
TC: Texture Coordinate Generator
TEV: Texture Environment
RASx: Rasterizer
C/Z: Color/Z Calculator
PEC: Pixel Copy Engine
SU: Triangle Setup
CP: Command Processor
DSP: Audio DSP
XF: Triangle Transform Engine
NB: Northbridge - all system logic
including CPU interface, Video
Interface, Memory Controller, I/O
Interface
 
Thanks a lot !! :)

It would be interesting to know if the Wii has some NEW parts, in addition to the expansion of his pre-existing parts already present on Gamecube.
 
Hatorade said:
gcfan2k5 if they changed the EFB and ETM shouldn't games be showing it.

BTW here's the link for where he got the flipper picture.

They didnt neccesarily CHANGE the EFM and ETM, they COULD have doubled both and not lost any space, but its likely they DIDNT double both, perhaps they increased framebuffer to accuont for the 30% increase in pixels in 480p widescreen, perhaps not. But my picture shows what theyed use the space for if they DIDNT increase the amount of embedded memory...... logic transistors for more processing power.:D
 
I really dont like that sega tech site. It really omitted real world results of the Flipper versus the Xbox GPU. Not saying that the flipper was better than the other, but the end results are closer than what that site tells us. It really only accounts for theoretical maximums.
 
Its pretty obvious, Hollywood is a larger chip then Flipper. Which makes it even more obvious, that going from 180nm to 90nm shrinks the size of the chip. Overclocking a chip doesn't magically produce more transistors or size.

So one or two had to have occurred, Hollywood is a 8 pixel pipe part, with an additional TEV revamped for more programmability. Or the rest the of space is filled with air.
 
Monk said:
I really dont like that sega tech site. It really omitted real world results of the Flipper versus the Xbox GPU. Not saying that the flipper was better than the other, but the end results are closer than what that site tells us. It really only accounts for theoretical maximums.

Yes, segatech deals only with the theoretical maximums, the difference here being, flipper actually attained its theoretical max IN GAME, XGPU, only attained about 35 - 40% of what it could do in game, because its an inefficient pile of monkey ass.
 
gcfan2k5 said:
Yes, segatech deals only with the theoretical maximums, the difference here being, flipper actually attained its theoretical max IN GAME, XGPU, only attained about 35 - 40% of what it could do in game, because its an inefficient pile of monkey ass.

I wouldnt go that far. 90% perhaps.
 
OG_Original Gamer said:
Its pretty obvious, Hollywood is a larger chip then Flipper. Which makes it even more obvious, that going from 180nm to 90nm shrinks the size of the chip. Overclocking a chip doesn't magically produce more transistors or size.

So one or two had to have occurred, Hollywood is a 8 pixel pipe part, with an additional TEV revamped for more programmability. Or the rest the of space is filled with air.

:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD.
 
Hatorade said:
gcfan2k5 if they changed the EFB and ETM shouldn't games be showing it.

BTW here's the link for where he got the flipper picture.

Oh man.....so many technical information....

confused-thumb.jpg


gcfan2k5 said:
:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD.

confused.jpg
 
gcfan2k5 said:
:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD.

Yeah, but I keep reading this patent of Nintendo, that has a diagram with a part added to the TEV section, called "recirculating shader". I was also thinking maybe Nintendo needed the old TEV for BC.

Here's of the diagrams.

us006980218-009.jpg

TEV only.

us007034828-013.jpg

TEV and Recirculating Shader
 
gcfan2k5 said:
:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD.

Damn... That sounds good.
 
gcfan2k5 said:
:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD.

Obviously, look at the games, they look five times as good!
 
Mithos Yggdrasill said:
I hope that we'll see more facts then merely words....


Mario Galaxy is all the fact you need, Bumpmapping, Per Pixel Lighting, Normal Mapping (yep, thats there too!) VERY high quality environment mapping, fairly high polygon counts, clean, crisp textures, very large draw distances, phong shading....... specular highlighting, bloom lighting.... rim lighting....... the list can go on all day folks :D
 
capslock said:
Obviously, look at the games, they look five times as good!

LOL, having the power and using it are two different things, most devs arent doing 5x what xbox1 could do on the 360, if thats any indication. As for mario galaxy, its quite a bit beyond anything gamecube could do.
 
gcfan2k5 said:
Mario Galaxy is all the fact you need, Bumpmapping, Per Pixel Lighting, Normal Mapping (yep, thats there too!) VERY high quality environment mapping, fairly high polygon counts, clean, crisp textures, very large draw distances, phong shading....... specular highlighting, bloom lighting.... rim lighting....... the list can go on all day folks :D

I know it. I mean from Third Parties.
 
Mithos Yggdrasill said:
I hope that we'll see more facts then merely words....

I agree. I think a better statement is that it has about 4x the power of the GC. (2.5-3)x1.5 =~ 4. I see that as possible. And i think it shows in the games. The games have been looking better than GC games from pretty much everyone except EA and Koei. While the leap is nowere near the leap of the Xbox -> 360 it is certainly substantial.

EDIT: Ah logic. I take back what i said about the power of the GC.
 
gcfan2k5 said:
:lol Seriously though, an "additional" TEV wouldnt work, theyed increase the size of the TEV. But, heres the interesting thing, things like the NB and the DSP, wouldnt need an increase. You could MORE than double up the TEV, because other parts dont need as large of an increase, and you could upgrade the XF (T&L) and still have room left to upgrade :D

What we are looking at is roughly 2.5 - 3x as much logic in Hollywood. Coupled with a 50% clock increase we are looking at WAY more than 3x the power than gamecube had, probably closer to 5x REAL WORLD
.

Thanks for putting that in a number I can understand.
 
gcfan2k5 said:
LOL, having the power and using it are two different things, most devs arent doing 5x what xbox1 could do on the 360, if thats any indication. As for mario galaxy, its quite a bit beyond anything gamecube could do.

Well, in the case of the 360, you're burning through a lot of the power to support the higher resolutions.

That's even true for Wii somewhat as most games support 480p instead of 480i.
 
I have a question for gcfan2k5. How can Wii deal with some sort of antialiasing?. I ask this 'cause Wii games would be very favoured by using 2x or 4x FSAA, if you are playing in a HDTV. Do you think we'll see more use of FSAA in future titles of Wii?.

Anyway, thanks for all your explanations, very instructive :)


EDIT: another question. What kind of things can be done using the extra fillrate the Wii has?
 
Loonz said:
I have a question for gcfan2k5. How can Wii deal with some sort of antialiasing?. I ask this 'cause Wii games would be very favoured by using 2x or 4x FSAA, if you are playing in a HDTV. Do you think we'll see more use of FSAA in future titles of Wii?.

Anyway, thanks for all your explanations, very instructive :)

Even gamecube had Antialiased games as far back as rogue leader, youll see 2x the majority of the time because from a bandwidth perspective, 2x is free on GC and thus wii (it still uses fillrate, but not bandwidth, as the pipelines pull 2 samples across ANYWAY.

I may have that backwards, if so sorry about that ^^


EDIT: the extra fillrate is ALREADY being put to use in things like SSX BLUR, blur eats fillrate like crazy ^^. Fillrate is used for most pixel level effects i believe, more is always better:D
 
gcfan2k5 said:
the Wifi is separate, ill show you if someone posts a pic of the motherboard

This is the pic I remembered:

ninten39.jpg


But I don't know what BroadOn is. I remembered a different logo e.g. BroadBand (evidently it isn't).
 
maxmars said:
This is the pic I remembered:

ninten39.jpg


But I don't know what BroadOn is. I remembered a different logo e.g. BroadBand (evidently it isn't).

BroadON deal with the DRM on the Virtual Console, id suspect that the ULTRA TINY chip under that heat spreader (less than 1mm on either side) contains mask rom, and the broadon DRM stuff.


20061124willchip.jpg



top right corner, very tiny chip :D
 
Mithos Yggdrasill said:
All these numbers/words have some meaning perhaps ?

Manufacture codes, in the case of the CPU part of the code is 72914, it stands for 729.14mhz, the frequency of the chip. In the case of the GPU, i dont know what the numbers mean :D
 
gcfan2k5 said:
BroadON deal with the DRM on the Virtual Console, id suspect that the ULTRA TINY chip under that heat spreader (less than 1mm on either side) contains mask rom, and the broadon DRM stuff.

Ok, now, what I meant is that perhaps the GPU die also contains some of that stuff.. It would still have a lot more room than what would need a shrink of flipper, but perhaps some of that extra room went there?

BTW I seem to recall that now framebuffer can be anywhere in the two RAM blocks, so this rules out the option of extra space being allocated for cache.. Or does it?
 
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