I saw the drop to 50 here but I never verified much further than that.
When I said split, I just meant from an API point of view so that memory consumption could be controlled. That way a game could always rely on 1.5GB, because other apps would be getting their memory from the left over 512 and when that ran out, they'd have to deal with it without affecting the main application.
I can't help thinking they're doing something like that anyway for the OS on the 3DS, but I don't know.
Perhaps changing te CPU entirely. Production model may be different than development model. Wsippel mentioned a compiler compatibility being broken to some extent around the same time. Perhaps they were originally using the ppc750 initially (broadway) and very recently switched to final silicon in the latest kits? (ie ppc 47x variant?)
that's the one quote that should have been highlighted; not the rest of bits and pieces bolded in the OP.
yup
Its not going to be good enough next gen; but it should satisfy the nintendo fans - I mean; if they are happy with wii graphics... then xbox/ps3 level for the wiiU should be more than enough.
Um no.This puts it well ahead of the XBox360. Running instructions out of order is a bigger factor in performance than number of threads. If the processor is PowerPC A2 based, then the Wii U will be well ahead of the XBox 360 and PS3.
Thanks for reminding us about that. Wsippel also considered that the compiler break could to due to using a different CPU too.Perhaps changing te CPU entirely. Production model may be different than development model. Wsippel mentioned a compiler compatibility being broken to some extent around the same time. Perhaps they were originally using the ppc750 initially (broadway) and very recently switched to final silicon in the latest kits? (ie ppc 47x variant?)
Wouldn't Wii U already have a sizeable performance increase even if the CPU is just as powerful as Xenos? From what I understand, the Wii U Will offload the majority of stuff that was donecon Xenos (sound, OS, physics) to other chips. That alone could lead up to a 2-3x performance gain.
Pop quiz Gaf - how many threads does the PS3 support?
7? 8 SPEs on the Cell with only 7 activated?
7? 8 SPEs on the Cell with only 7 activated?
Gahiggidy said:I have no idea, but whatever it is must be more than what's in Wii U's CPU.
PS3 supports 9 hardware threads. 2 on the PPE by means of hardware SMT, 7 on the SPEs. One of the latter is reserved for the OS.Number of threads is an idiotic measure of performance. Like - almost completely meaningless.
Pop quiz Gaf - how many threads does the PS3 support?
What is your definition of "thread" which makes you arrive at this astonishing(ly wrong) conclusion?The PS3 supports an astonishing 2 CPU threads, one of which is bogged down with system stuff half the time IIRC.
Yeah, I thought I'd read people saying it has a dedicated DSP and I/O processor so none of those functions would use the CPU. That alone should give it a boost over the 360/PS3 even if it's only up to par, shouldn't it?
SPUs can access main memory without involving the PPU in any way. I've written code that does this. It's slightly more involved than reading from a pointer, but hey, that's what makes it exciting.Edit: SPE jobs are not general purpose CPU threads, which is what everyone is talking about with the WiiU. Only the 2 threads on the PPU can access main memory and work in a way compatible with general purpose multithreaded architecture programming. IE, if you were going to do a direct port from PC or 360 to PS3 you could only use the PPU threads without engine restructuring.
Edit2: Which doesn't mean the PS3 is slow, it means the PS3 has the architecture of a PS3 and you should probably program to that architecture if you care about perf.
The 3DS uses FCRAM, which is considered to be a very fast mobile type of RAM. It's quite different from the (what appears to be) regular DRAM used in the PS Vita, and is said to perform on par with the highest-end available mobile memory out there. There's not as much of it as in the Vita, but in terms of how cutting edge it is, it's got the Vita beat. Compared to the GameCube, the 3DS has three times the amount of memory and four times the memory that can be properly used in games. That is despite the fact that the 3DS is less powerful than the Cube in most other areas.
So yeah. Memory still seems to be pretty important to Nintendo.
SPUs can access main memory without involving the PPU in any way. I've written code that does this.
What is your definition of "thread" which makes you arrive at this astonishing(ly wrong) conclusion?
SPUs can access main memory without involving the PPU in any way.
The same definition that has been used throughout this thread - general purpose CPU threads.
If you have generic multi-threaded code written for a PC and you port it to PS3 you can use the two PPU threads with your code essentially as-is.
Using the SPEs is not a quick port, and code that is written like typical loop through a bunch of objects and run a bunch of virtual methods using a million pointers each is not easy to port or the best use of the architecture.
You've found the very essence of Wii U. Now we just need a pile of creative games.So it means developers can risk making experimental major games on Wii U without going bankrupt if their games don't become a million seller?
I definitely rather see shitty looking titles like The Last Story on Wii U than having Uncharted 'cinematic' experience.
Yes, because hardware power prevents creativity. A great example of this is the PC platform -- it's excessive power means that it's the domain of a small number of AAAA titles exclusively.So it means developers can risk making experimental major games on Wii U without going bankrupt if their games don't become a million seller?
I definitely rather see shitty looking titles like The Last Story on Wii U than having Uncharted 'cinematic' experience.
Actually, running a bunch of virtual methods following a million pointers isn't the best way to use any computer architecture I know, even with a single thread!That was not the best way to use the PS3, but as it turns out, it is not the best way to use your multi-core CPU on your PC either once you go above 2-4 HW threads.
So it means developers can risk making experimental major games on Wii U without going bankrupt if their games don't become a million seller?
I definitely rather see shitty looking titles like The Last Story on Wii U than having Uncharted 'cinematic' experience.
Wii and specially DS abound with them.You've found the very essence of Wii U. Now we just need a pile of creative games.
What a shitty argument. Unlike consoles, PC users have hardwares with a large variety in terms of power and are not forced to buy $1000 graphic cards; that's why best selling PC games never have graphic fidelity:Yes, because hardware power prevents creativity. A great example of this is the PC platform -- it's excessive power means that it's the domain of a small number of AAAA titles exclusively.
Unless you mean small indie games, which of course don't replace works of major developers and designers; yes, that's almost what is being pushed on the system.I love this rationale. Nothing but Halo's and Call of Duties on PS3/360, amirite?
Stupid third parties, support Nintendo systems.So it means developers can risk making experimental major games on Wii U without going bankrupt if their games don't become a million seller?
I definitely rather see shitty looking titles like The Last Story on Wii U than having Uncharted 'cinematic' experience.
Maybe somewhat bipolar, but obviously they are not contradictory or hypocritical demands. 3rd parties may support Nintendo in different ways and obviously not all games on HD consoles are the same.Stupid third parties, support Nintendo systems.
Stupid third parties, I don't want those types of games.
Seems awfully bipolar.
1UP: Why develop Rhythm Thief for 3DS rather than iOS or other mobile platforms?
SN: Since the game is based on narrative and story, I believed the 3DS would suit it better than a mobile platform. This allows people to sit down and enjoy it properly and also helps them immerse themselves in the story.
Um what the hell do you define as a General Purpose CPU thread? And what significance do you think these "general purpose" threads have in game programming??The same definition that has been used throughout this thread - general purpose CPU threads.
I'm not sure what you're arguing here. Of course SPEs have access to main memory. It's neither coherent nor trivial though. GPUs can have a similarly 'slightly more involved' access to mem. So are we throwing openCL into the mix or?SPUs can access main memory without involving the PPU in any way. I've written code that does this. It's slightly more involved than reading from a pointer, but hey, that's what makes it exciting.
I thought my argument was obvious: that the original statement (SPEs cannot access main memory) was plainly false. It's interesting that you bring up OpenCL, since in that case it's actually true that devices can not access the main memory pool on their own!I'm not sure what you're arguing here. Of course SPEs have access to main memory. It's neither coherent nor trivial though. GPUs can have a similarly 'slightly more involved' access to mem. So are we throwing openCL into the mix or?
They can access the main mem on UMA just fine, thank you very much.I thought my argument was obvious: that the original statement (SPEs cannot access main memory) was plainly false. It's interesting that you bring up OpenCL, since in that case it's actually true that devices can not access the main memory pool on their own!
I'm pretty sure I can access the main memory of your PS3 from an N64 with some lockpicking tools and a screwdriver, and maybe a soldering iron or something.
SPEs cannot directly access main PS3 memory (yes, even though DMA has the word "direct" in it) and you can't write PC-style code that accesses memory willy-nilly and easily port it to the PS3. That was my point. Early in this gen a lot of games performed noticeably worse for PS3 or just didn't come out at all, in part because the way there were written leaned heavily on the performance of the PPU. (How about that Last Remnant PS3 - still coming!!!) But that's less a knock against the power of the PS3 (I suppose it could be a knock on the architecture choice) and more just that the PS3 is a PS3.
On some level it's fair to say the the weak PPU on the PS3 is a bottleneck, but it's also fair to say that if your bottle has 8 necks and you are only using one you are sort of doing it wrong. The fact that the WiiU CPU may have only 3 threads is only particularly relevant if you know the rest of the architecture. If it can run physics code on the GPU and you aren't doing that you are choosing the make the CPU more of a bottleneck than it needs to be.
Yup Kameo in particular still looks quite amazing in some areas, what has happened to Rare is like one of the worst things in gaming history imo, it's such a waste of pure talent, Rare could've easily become Microsofts's Naughty Dog if they had kept them away from Kinect.![]()
So it means developers can risk making experimental major games on Wii U without going bankrupt if their games don't become a million seller?
I definitely rather see shitty looking titles like The Last Story on Wii U than having Uncharted 'cinematic' experience.
Unless those people are asking for a sonic or lego game or Just dance, they are asking something that isn't economically viable.I think a lot of Nintendo crowd aren't asking for 3rd party support in the sense of porting whatever shit they make for HD consoles, but rather to see that people are willing to buy their games made not only for Nintendo hardware limitations and capabilities, but also something which fits the demographic demand of the installed based.
what?M°°nblade;39248969 said:Unless those people are asking for a sonic or lego game or Just dance, they are asking something that isn't economically viable.
Not really:Doesn't you argument fall apart considering the Wii U is more powerful and thus more expensive to develop for(nfan logic not mine) then the "stupid dudebro anti ninty 3rd party machines" on the market now.
Unless of course increase in power only is bad when your favorite company doesn't do it.
These statements given to Totilo match up with the statements given to CVG a while back. "You don't need complex physics to run Mario I guess" was stated in regards to the CPU. So it's kind of hard to be disappointed when this has been hinted for a while.
The one time when misspelling lighting would have been fine... ಠ_ಠ
What what?what?
I continue to not be concerned about not playing games that don't exist on an engine nobody but Epic will be able to use for the next two years and with no guarantees that developers and publishers are going to exactly be running to drop their UE3 license. This would be like assuming every 360/PS3 game was going to be running Renderware2. Just like the consoles themselves, the middleware horse everyone rides isn't set in stone before the generation even begins.
Are you talking UE4? Epic already has licensees and the first game is coming next year.
Which licensee and which game? Epic has even said that developers should be using UE3 for launch 720/PS4 games. Every realistic date I've heard for a fully delivered UE4 is 2014.