I don't think those ram chips differ in size.. I think you're just being fooled by perspective.
Something that I have done.
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The text is in Spanish since I have done it for my personal blog, I have took the image of the entire board that I have seen here and from it I have extrapolated for the finl composition. I have observed doing it that the system uses 2 different types of memory for it's main RAM. 2 GDDR5 modules (256MB each) and 2 DDR3 modules with 768MB each.
Something that I have done.
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g]http://josepjroca.files.wordpress.com/2012/10/captura-de-pantalla-2012-10-11-a-las-13-11-58.png[/img]
The text is in Spanish since I have done it for my personal blog, I have took the image of the entire board that I have seen here and from it I have extrapolated for the finl composition. I have observed doing it that the system uses 2 different types of memory for it's main RAM. 2 GDDR5 modules (256MB each) and 2 DDR3 modules with 768MB each.
EDIT: We also haven't seen the underside of the board yet.
Dunno. Flash memory probably doesn't need that amount of connections to the cpu. Also, it'd mean that the RAM is put in two chips.
Something that I have done.
![]()
The text is in Spanish since I have done it for my personal blog, I have took the image of the entire board that I have seen here and from it I have extrapolated for the finl composition. I have observed doing it that the system uses 2 different types of memory for it's main RAM. 2 GDDR5 modules (256MB each) and 2 DDR3 modules with 768MB each.
Yes, a small die in a given manufacturing process is an indicator of the performance of the chip. Engineers can only do so much.Yeah yet everyone jumps to the conclusion: "Small die = weaksauce".
I don´t expect it to be a beast, no one does. But just to say "Small die = indicator of being weak" is also pretty dumb.
How much is 'that much'? All we can see is that the bulk width of the bus is similar for all four packages, but that's all. Again, it could be RAM, or it could be other things (flash was just an example - see that package on the far left end of the PCB - is that RAM as well?). Until we see proper resolution pictures, declaring all those chips for RAM (let alone declaring that's all the RAM) is jumping the gun.They're definitely RAM and not flash chips Look at the thick swarm of traces going from them to to the MCM. That's RAM needing that much traces.
Yeah, it's taking us around in circles.
Something that I have done.
![]()
The text is in Spanish since I have done it for my personal blog, I have took the image of the entire board that I have seen here and from it I have extrapolated for the finl composition. I have observed doing it that the system uses 2 different types of memory for it's main RAM. 2 GDDR5 modules (256MB each) and 2 DDR3 modules with 768MB each.
Something that I have done.
![]()
The text is in Spanish since I have done it for my personal blog, I have took the image of the entire board that I have seen here and from it I have extrapolated for the finl composition. I have observed doing it that the system uses 2 different types of memory for it's main RAM. 2 GDDR5 modules (256MB each) and 2 DDR3 modules with 768MB each.
Not yet, but we have some pics from Iwata Asks.Wait, the console was taken apart? If so, holy crap that's awesome.
Got bored and did some ghetto photoshopping since y'all were all yapping on about size:
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Going by Nintendo's numbers the console is 10.6x6.75", figured the connectors front to back would approximate 10.6", then just did 6" for the height here...cause it was an easy number to round down to, and assuming the board doesn't go completely towards the edges in the case.
So from that, the chip looks to be around 1.5-1.6" square. Hard to tell cause there's only so many pixels left, but the CPU die (assuming the smaller silver block) looks around 5mmx6mm, or 30mm^2, then around 160-170mm^2 for the GPU die.
For a 45nm comparison, the A5X in "The new" iPad is 163mm^2, about the size of the Wii U's GPU die. Detailed layout here, the dual ARM cores appear to take up about 17mm^2 according to that picture.
...not that any of that helps to predict the CPU in the Wii U since the power envelope for it is magnitudes higher than ARM cores![]()
Continuing my shoddy die-shrink maths to itslogical conclusion, a RV740 + 32MB of eDRAM at 32nm would come to 130.68mm², which seems about the right ballpark.il
Good to finally get confirmation on the eDRAM being on-die with the GPU. Should be a big benefit to developers who really make use of it. Also generally nice to get photos of the innards of the console.
Hmm, here's what I wrote a little over a week ago on the subject:
Add a bit of extra die space for the reported increase in register memory available to the ALUs, and a little bit for Wii BC compatibility, and it seems that the 640 SPUs at 32nm fits very closely to what we're seeing.
Strangely, though, all the talk of manufacturing problems in the Iwata Asks has me wondering whether they might actually be going with 28nm for the GPU. The 45nm IBM CPU and packaging process shouldn't cause any problems whatsoever, so that leaves the GPU. Processes from 32nm up are mature enough that there shouldn't be any major problems (certainly not to the point of Nintendo making a big deal of it in an Iwata Asks), so either the GPU's being made at 28nm or there's some unproven tech in the interposer (which I doubt, given it's obviously not using 2.5D stacking or anything like that).
The question is, then, what's Nintendo filling all that space up with on a 28nm process? The Southern Islands chips hit about 12-13 million transistors per mm² on a 28nm process, which would give about 2 billion transistors for a 160mm² chip. The RV740 is just 826 million transistors, and even accounting for ~200 million transistors for the eDRAM, you're looking at more than doubling that during Nintendo's customisation of the chip. The only possible explanation I can think of is that Nintendo went absolutely batshit crazy with their register memory increases to improve GPGPU performance, but then you're talking about going beyond even GCN territory with the sort of memory the chip would end up with. Very strange, very strange indeed.
Good to finally get confirmation on the eDRAM being on-die with the GPU. Should be a big benefit to developers who really make use of it. Also generally nice to get photos of the innards of the console.
Hmm, here's what I wrote a little over a week ago on the subject:
Add a bit of extra die space for the reported increase in register memory available to the ALUs, and a little bit for Wii BC compatibility, and it seems that the 640 SPUs at 32nm fits very closely to what we're seeing.
Strangely, though, all the talk of manufacturing problems in the Iwata Asks has me wondering whether they might actually be going with 28nm for the GPU. The 45nm IBM CPU and packaging process shouldn't cause any problems whatsoever, so that leaves the GPU. Processes from 32nm up are mature enough that there shouldn't be any major problems (certainly not to the point of Nintendo making a big deal of it in an Iwata Asks), so either the GPU's being made at 28nm or there's some unproven tech in the interposer (which I doubt, given it's obviously not using 2.5D stacking or anything like that).
The question is, then, what's Nintendo filling all that space up with on a 28nm process? The Southern Islands chips hit about 12-13 million transistors per mm² on a 28nm process, which would give about 2 billion transistors for a 160mm² chip. The RV740 is just 826 million transistors, and even accounting for ~200 million transistors for the eDRAM, you're looking at more than doubling that during Nintendo's customisation of the chip. The only possible explanation I can think of is that Nintendo went absolutely batshit crazy with their register memory increases to improve GPGPU performance, but then you're talking about going beyond even GCN territory with the sort of memory the chip would end up with. Very strange, very strange indeed.
Matt said:About the GPU... if it is modeled on the R700 series, but it may have significantly more GPRs. However, it seems to have fewer then the E6760, so...make your own conclusions.
That's right folks, we're now up to a 2 billion transistor Wii U GPU. With an interposer.
Sigh.
Also, 32nm~28nm. Just different fabs, basically same node.
Maybe this was what Matt was refering to?
Again, chances are good it's all RAM (it would indeed be located similarly). Yet, until we read the darn package print on all of those, it's all speculation. Let's not forget how it all started 'those must be RAM chips, but since they appear of different dimensions on a poor-quality picture, they must be different kinds' - that's conjecture built on conjecture. The thing about conjectures is, that they could be right, but there are numerous reasons why they could also be wrong.360 pic
http://images.anandtech.com/galleries/708/_DSC4547_575px.jpg
cmon blu, those gotta be ram. placed so close to the mcm like 360 also.
Anandtech says the lower of the two major chips in the pic below is the flash on the valhalla 360. Top chip is the southbridge.
http://images.anandtech.com/reviews/gadgets/microsoft/valhalla/SB.jpg
If you're making that conclusion from comparing to the Valhalla pic, it could be simply GDDR3 (32bit IO) vs DDR3's 16bit IO. Same count of DDR3 chips would hit same BW at half the IO width of GDDR3.It almost appears there are less traces going to the Wii U RAM. I'm hesitant to draw any conclusions, but could something crazy like only a 64 bit bus be in play? Surely not.
Interposer = substrate = that thing you see holding the CPU and GPU together.
And do you see the size of the GPU die? Do you see Iwata & Co. talking about manufacturing problems? Can you provide a more logical deduction from all these factors that doesn't involve "Because it's Nintendo"? If so I'd be happy to hear it.
Yep, that's what I was thinking, but it's still a hell of a lot of transistors dedicated to register memory.
Is there an easy way to sum up in layman's terms what you guys have found in regards to the Wii U's overall performance? I suspect no, but figured I'd ask
Two things we can safely say about performance so far are:Is there an easy way to sum up in layman's terms what you guys have found in regards to the Wii U's overall performance? I suspect no, but figured I'd ask
So, it has a 2 billion transistor GPU versus the 300 million in PS3/360 GPU, but so far, the games look the same.
Ports look the same, because they're ports. Things like a huge eDRAM framebuffer and increased register memory don't automatically make games look better, they require substantial work from developers to get the most out of.
Besides, you still haven't answered my questions. Why is the die so big and why were there such big manufacturing problems?
.GPU package is the EDRAM, dsp, wii compatibility and other processing units
I don't understand somethig about the diagram.
You say that the MEM2 is DDR3 because of the 11mm that the chip height has but then you say that the chip shape is not a standard one.
So then how can you be sure that the memory is DDR3?
Ports look the same, because they're ports. Things like a huge eDRAM framebuffer and increased register memory don't automatically make games look better, they require substantial work from developers to get the most out of.
Besides, you still haven't answered my questions. Why is the die so big and why were there such big manufacturing problems?
Where is this talk about manufacturing problems? There's nothing to suggest anything of the sort in the Iwata asks. They just talk about the difficulty of isolating hardware bugs and test for defects with an MCM design. I would expect most hardware designers run into a few problems along the way regardless of the die size.
Plus, this is Iwata Asks - Nintendo's engineers love to talk about how hard they work, and how even the most seemingly mundane of problems required hundreds of iterations to meet Nintendo's exacting standards. It's marketing, mixed with these guys looking to justify their worth to their boss!
IBM eDRAM is designed for IBM processes, Cu45-HP and Cu32. GPUs typically use different processes (40nm or 28nm CMOS), which is what Renesas designed their eDRAM for. Renesas has a lot of experience with eDRAM, I really wouldn't worry about it..I had always assumed that Nintendo would use IBM's eDRAM for the GPU as well. How good is Renesas' technology? Does it have the same sub 2ns latency I wonder...
I suppose IBM and AMD couldn't be forced to get along in the same chip after all.![]()
Plus, this is Iwata Asks - Nintendo's engineers love to talk about how hard they work, and how even the most seemingly mundane of problems required hundreds of iterations to meet Nintendo's exacting standards. It's marketing, mixed with these guys looking to justify their worth to their boss!
Suffice it to say if Wii u GPU is 40nm, EDRAM is likely eating a pretty significant chunk of the die, probably more than 50mm^2.
It actually seems like overkill to me unless they are shooting at 1080P, which we havent seen too much of yet. It's good futureproofing though, but if they end up with a too weak GPU cus of it, they just chopped off nose to spite the face.
Plus, this is Iwata Asks - Nintendo's engineers love to talk about how hard they work, and how even the most seemingly mundane of problems required hundreds of iterations to meet Nintendo's exacting standards. It's marketing, mixed with these guys looking to justify their worth to their boss!
Also, wouldn't the swarm of interconnects between DDR3 / Cores be different from GDDR5 / Cores? They're not.. they are the same amount.
Here is what I was implying by viewing perspective differences and why the ram modules are the same. Look at what is happening to the capacitors in that angle.
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