Uh, I'm not a coder of 3d engines, but aren't these numbers really off?Erm, bullshit.
300K worth of vertices (as in 10M vert/s @ 30fps), at an average of 42Byes/vertex (pos + normal + tangent + uv) amount to the 'whooping' 12MB of storage, and the 'mindboggling' 420MB/s. That's literally statistical noise in comparison to the texture assets footprint and corresponding BW requirements.
Additionally, prior to the Wii U, consoles would only have one screen to worry about, the TV. Like on the iOS, you don't need as much ram, because you can do intelligent context switching, which is a fake multi-tasking. Now with the second screen, to do it right, the console has to multitask a great deal more. Not only chat, but things like web browsing while playing a game, doing other OS related duties like checking mii verse, top scores.The OS almost certainly doesn't, at least yet. The reason why they've *reserved* so much for it can be found when you look at why the PS3 struggled to do cross-game chat; they had used up all the RAM space allocated to the OS and couldn't take any away from games which would assume that the full RAM pool would be available.. Leaving a buffer space to expand the OS into means that they can add features freely without affecting the memory allocated to games. And maybe, in a few years, once they're comfortable with the OS and don't see it expanding further, they can perhaps free up some of that extra ram for dev usage.
Was this announced before? Was new to me, and didn't see it on the english-language sites.
http://www.nintendo.co.jp/wiiu/gamepad/index.html
Battery life for the controller is 3-5 hours, charge time of 2.5 hours.
They still don't have anything there about the range of the controller, though, as far as I can see.
Was this announced before? Was new to me, and didn't see it on the english-language sites.
http://www.nintendo.co.jp/wiiu/gamepad/index.html
Battery life for the controller is 3-5 hours, charge time of 2.5 hours.
They still don't have anything there about the range of the controller, though, as far as I can see.
Just thinking out loud here. If:
- Wii U is 2-3x 360
- PS4720 are 2-3x Wii U
- Wii U is current-gen
Then what gen are PS4720 in?
The discussion was about the 360, not Xbox as a whole.
This won't happen.Just thinking out loud here. If:
- Wii U is 2-3x 360
- PS4720 are 2-3x Wii U
- Wii U is current-gen
This won't happen.
So eg if your RAM can transfer at 30GB/second, and your game runs at 60fps, you can transfer a maximum of 500MB per frame. So for a game like Tekken, where the entire world is held in memory, there is no point having 8GB RAM.
But for an open world like GTA, that 500MB limit is just for what you can immediately see around you. As you walk forward, you need to stream new data in from your fast memory pool, and then backfill from your slower HDD/bluray drive. So the RAM is useful as a buffer for that.
This won't happen.
Why not?
2-3 times the ram? 4-6 gigs?
2-3 times the power? 150-225 watts?
Ok, perhaps I should've used a different metric than vert/s. Basically, I meant static mesh assets after various pre-GPU culling (that's why I used those exact vertex attribs - those are normally artist-authored). A contemporary game can use 1M such verts/scene, but not all of those reach the GPU (and the GPU culls a good deal of those too, but apparently that occurs post BW costs). On the RSX, for instance, you have a hard limit of 275Mtri/s at the trisetup engine, so that means that you can be infinitely fast in all other stages of the pipeline, 275Mvert/s is all you gonna get (assuming a good vert/tri ratio). Keep in mind in that number you have to include all possible reuses of a vertex, incl shadow generation and what now. The thing is, the trend for increasing the static mesh asset complexity has reached its peak this current gen, and the new trend is toward on-the-fly synthetic techniques - tessellation with displacement maps, with some really advanced techniques being introduced where a complex mesh can be sent off to the GPU as a quad and a displacement map.Uh, I'm not a coder of 3d engines, but aren't these numbers really off?
From what I know, 10M vert/s is less than what an Xbox can do. The first Xbox.
Again, we're not after the absolute vertex prowess of the GPU, but what portion of those start off from RAM in a 'fat', artist-authored format. That means that we don't include anything coming from the GS (could be particles, hair, etc) or the tessellator.100 Mvert/s is more in line with the capabilities of PS360, so the storage for them should be more like 120 MB.
Just a correction: polys are not stored, vertices (and occasionally indices) are. But to get to the point..Also, but maybe I'm wrong in this, I've always supposed numbers like 100 Mpps thrown around by devs are, how can I say, somehow strictly related to what's displayed on the screen, not the entire amount of polygons stored in the RAM at a given time.
Yes, but all those 'extra props' you mention may also carry their corresponding texture assets. Regardless, not all of those travel over to the GPU. But you're right - all those assets can occupy RAM.I suppose it's needed to keep in memory a good amount of data not immediately displayed: various versions of the 3d models for LOD, at least part of the 3d structure of the game level in use (if not all of it), objects and characters not immediately visibile but possibly used soon, etc.
The "x" jump is not only ram or power.
Some rumors mentioned 32nm production for WiiU components... But nothing is confirmed.
No, those ones won't ; )
No, of course it's far from being that simple. That said, I also expect Orbis/Durango to not be able to do some things wiiU will, depending on edram availability and routing.
The "x" jump is not only ram or power.
Stop trying to bring reason into it.Not that I care to get in this feud between the Wii-U fans and those that pray for the system to fail, but everyone using "x times" should realize that using vague multipliers is pointless.
2-3x the ALUs?
2-3x the number of cores?
It's still 2-3x.
If you have the time, please read my previous answers and the link to the discussions where all this ram story was revealed a few months ago.
- It's obviously not 1GB for the operating system, it's for all the system functions, so let's say between XXMB and XXXMB of files for the OS, and XXXMB for the services, the features, like multi-tasking, caching, voice/video chat, etc.
- Those additional 1GB for non-gaming stuff were completely unavailable for developers. They strictly had 1GB for their games. It means all the gaming aspect of the gamepad (the content rendered then displayed on this additional controller) is included in the 1GB of ram for games, it doesn't tap into the other 1GB pool, at least it was like that until now.
Now, maybe the online part, voice chat, camera features, if used in a game, will run on those 1GB for non-gaming purposes, leaving the 1GB of ram totally dedicated to the rendering, textures, IA, whatever, and freed from all those "side" aspects.
2-3x the ALUs?
2-3x the number of cores?
It's still 2-3x.
This won't happen.
Not all of those games will use the more powerful CPUs at full load, and of those that do, not all will do that in a way unreproducible on the WiiU in some form.I don't understand what you mean. You say games designed for the PS4/720 will benefit the Wii-U as well but when asked if it would be easy to port those games down, you say no. Am I missing something here?
The CPU/GPU-shared edram is a very interesting feature, which allows for various CPU/GPU interactions at latencies potentially unreproducible on paltforms which don't have that feature. 'More powerful' here means nothing in the general case - the PS2 could do things the PS3 could not.What do you think the Wii-U will be able to do that the more powerful systems could not and why do you think this? Honest question.
Is it region free?
Stop trying to bring reason into it.
That's exactly what I was implying in my previous post, actually.It will easily happen, the Wii U is not that powerful.
It has double the RAM (available to games) than a 7 year old machine, that's low.
A tri core CPU that is not much more (if at all) faster than a 7 year old machine, that's not so good.
and a GPU based on a chip from 5 years ago (with a few bells and whistles), not great for a "next gen" machine.
Wii U is overpriced for the tech, tech that is not that impressive when compared to a 7 year old machine that cost $299 (arcade) at launch.
Believe it when people say that the next MS and Sony machines will be vastly better in terms of technology than the Wii U.
Nintendo have done a 3DS, cheap hardware that is overpriced.
It will easily happen, the Wii U is not that powerful.
It has double the RAM (available to games) than a 7 year old machine, that's low.
A tri core CPU that is not much more (if at all) faster than a 7 year old machine, that's not so good.
and a GPU based on a chip from 5 years ago (with a few bells and whistles), not great for a "next gen" machine.
Wii U is overpriced for the tech, tech that is not that impressive when compared to a 7 year old machine that cost $299 (arcade) at launch.
Believe it when people say that the next MS and Sony machines will be vastly better in terms of technology than the Wii U.
Nintendo have done a 3DS, cheap hardware that is overpriced.
A 4GB Xbox 360 with Kinect (very roughly analogous to a Wii U with the GamePad) is $299. It's really not overpriced.
Given how shitty Kinect has been in my experience, I'm inclined to agree. Even if the Wii U console is only marginally more powerful than a 360, it's still priced competitively with the closest 360 bundle.Personally I'd say a 360 with kinect is far worse value(for the tech) than wii u
Not all of those games will use the more powerful CPUs at full load, and of those that do, not all will do that in a way unreproducible on the WiiU in some form.
The CPU/GPU-shared edram is a very interesting feature, which allows for various CPU/GPU interactions at latencies potentially unreproducible on paltforms which don't have that feature. 'More powerful' here means nothing in the general case - the PS2 could do things the PS3 could not.
A 4GB Xbox 360 with Kinect (very roughly analogous to a Wii U with the GamePad) is $299. It's really not overpriced.
Not all of those games will use the more powerful CPUs at full load, and of those that do, not all will do that in a way unreproducible on the WiiU in some form.
The CPU/GPU-shared edram is a very interesting feature, which allows for various CPU/GPU interactions at latencies potentially unreproducible on paltforms which don't have that feature. 'More powerful' here means nothing in the general case - the PS2 could do things the PS3 could not.
It will easily happen, the Wii U is not that powerful.
It has double the RAM (available to games) than a 7 year old machine, that's low.
A tri core CPU that is not much more (if at all) faster than a 7 year old machine, that's not so good.
and a GPU based on a chip from 5 years ago (with a few bells and whistles), not great for a "next gen" machine.
Wii U is overpriced for the tech, tech that is not that impressive when compared to a 7 year old machine that cost $299 (arcade) at launch.
Believe it when people say that the next MS and Sony machines will be vastly better in terms of technology than the Wii U.
Nintendo have done a 3DS, cheap hardware that is overpriced.
A 4GB Xbox 360 with Kinect (very roughly analogous to a Wii U with the GamePad) is $299. It's really not overpriced.
Given how shitty Kinect has been in my experience, I'm inclined to agree. Even if the Wii U console is only marginally more powerful than a 360, it's still priced competitively with the closest 360 bundle.
I agree that its a better value, minus the software available for it vs Wii U, but the 360 and PS3 are in far better positions to drop price before Wii U launch.
But the 360 is horribly overpriced.
So confirmed to have 2GBs of RAM, 1GB for system and 1GB for games. Why that much RAM for memory? Is it because it has to render the same screen twice? Or always has to render two different images?
That's exactly what I meant - full load while stalling the pipeline is not much a full load in my book.What do you mean at full load? Every core will be used, ounce of power will be used, even at launch. That doesn't mean the systems will be used efficiently, but there is no such thing as not using a system fully, even at launch.
I don't think I said what you think I said. Let me try again: some games will not use those CPUs at full load, and of those that do, some of the things those CPUs will be busy with will be done off-CPU on the WiiU. Like on the sound DSP, for instance.Also without knowing the gap in performance between the Wii-U and ps4/720, how do you know that the Wii-U will be able to produce everything the higher end consoles are doing?
The realistic possibilities that somebody will be inefficient on the Durango/Orbis? Why, yes, I'm willing to accept that chance.Sorry but it seems like you are thinking what you want to happen instead of being open about the realistic possibilities.
Aren't you shifting the subject a tad? For what it's worth, the things PS2 could do were used in actual shipped products. Does that mean the PS3 could've never achieved something to a similar effect as in those shipped products. No. But it you tried to really exploit those unique PS2 features, and ship a product that heavy relied on those, then tried to port that to the PS3 you would've choked the pipeline. Case in point: the GS could use its current render target as a source for tex fetches. The RSX cannot pull such a stunt at all. G80 introduced something similar, but not as flexible, with the shader-based ROPs, but that's a product a generation later.The ps3 could not do things exactly the same way as the ps2, but it can do the same (or better) function in a totally different way that is tailored for the system's architecture.
Why? Are you expecting similar edram pools on the other two? Otherwise how do you expect a 'more powerful' machine could compensate for a low-latency path it simply might not have? By 'more power'?I'll be highly surprised if the Wii-U is able to do anything the other two cannot.
So confirmed to have 2GBs of RAM, 1GB for system and 1GB for games. Why that much RAM for memory? Is it because it has to render the same screen twice? Or always has to render two different images?
Huh?
Brain freeze, should say why that much RAM for the system.
I think that we'll see some of that ram get released when a major multiplat threatens to not be made available for the Wii because of a lack of available RAM. Expect it before the first COD or Madden that won't also be PS360.
I think it's safe to assume that Wii U's developers will likely get 512MB of ram freed up from that second pool, perhaps even more.
I think that we'll see some of that ram get released when a major multiplat threatens to not be made available for the Wii because of a lack of available RAM. Expect it before the first COD or Madden that won't also be PS360.