Fourth Storm
Member
Hello! I certainly welcome other reasonable takes on the Wii U's innards, even if they come from evil globo-mega-corp employees! So, thanks for running my post by those folks. While I agree that we must be careful when drawing any hard conclusions due to the high amount of variation in chip layouts, I don't agree that it's a useless endeavor. No, we can't say we know everything for sure, but we can make some damn good guesses. For instance, it's pretty much certain that what we've identified as shader blocks, are just in fact, that. One could say that we don't know for sure that e=mc^2 because our whole thought paradigm could be skewed. Just because there's a slight possibility of scientists being completely wrong doesn't mean that it should be given equal ground to everything else that seems to point to that equation being accurate. That's an extreme example, and I am nowhere near as certain about Latte's innards as I am mass-energy equivalence, but the point remains. We have to look at this holistically. Game performance, TDP, GPR configuration in the shaders, and the amount of TMUs (more on them later) all point to a 160 shader machine.Hello Mr Fourth Storm, I appreciate your efforts! and for the record I don't have any great experience of hardware engineering either. But I do now work in an evil globo-mega-corp which has a lot of those folks. I managed to get a couple of them to look at the die shots and have a chat about my questions. Unfortunately they confirmed that it really is impossible to tell from just those shots very much at all. They did however have some general points on the interpretation. The primary being that with a hand layout, all bets are off with respect to comparison against other dies and even within the same layout! i.e. Every hand layout is really a mix of auto (majority) and manual with the "same" logic varying in density/structure within the same die depending on positioning, heat, clock speed and the importance of those factors. So if you'll forgive my selective quoting...
This is getting ranty, but bear with me here. From everything we have seen, it is pretty evident that Nintendo approached Wii U exactly as they did Wii, up to and including case design. They delivered a low TDP machine built around a single hook in the controller. They thought Nintendoland would be their Wii Sports and that the thing would sell like hotcakes. Third parties would have a somewhat easier time porting their games because of the unified shader architecture and dual analog controls. That's pretty much where they stopped. The hardware itself is well designed but low end. All the PR speak (Reggie blaring 1080p at every opportunity and claiming BLOPS2 ran better on Wii U) is transparently just that. Meanwhile, we have devs who are probably sitting around dissing the system over beers just like some on this board. People are people. The "not as many shaders" quote, the Metro Last Light guys deriding the CPU, the FB2/3 debacle - these are real reactions from people. We can't just dismiss them like those devs have some sort of hidden agenda. Then, of course, corporate gets word (perhaps a phone call from Reggie, haha) and the comments are quickly reneged. "Oh no, Wii U is a very capable system" or some similar vaguary. And I'm not saying Wii U isn't capable. The shaders are definitely beyond Xenos/RSX level, it's got more RAM, a better cache setup, and some nice fast eDRAM. But it seems pretty clear that Nintendo were running their benchmarks in aim of ~PS360 performance (not necessarily looking to match those architectures component for component) and when they got there, they said, "Good enough!"
Forgive me for not replying to your other points. It seems we are pretty much in agreement on them. I don't know what a doubly dense eDRAM would look like (the 1 MB pool appears slightly darker, but it's so close my eyes may be playing tricks on me), but I still don't think it's likely in the end. I am not about to put up my conclusions on Wikipedia like it's straight-up fact, but I'm pretty confident in them at this point. I'll eat my socks if those S blocks aren't L1 cache.
Finally, I have followed this pretty closely, but even I can't keep track of every rumor that drops. I don't know where people got the idea that "fixed silicon" was confirmed or that a "custom shader" is somehow likely or necessary in any way (even if their tools suck, that's not intentional. Their aim was to build a system both familiar and easy to program for). I do know the leaked feature/specs sheets describes a pretty standard R700. Marcan also believes the chip to be pretty standard, and he probably knows more than any of us at this point. Poor tools or not, I have a hard time believing that Criterion would have difficulty getting NFS up to par on a 320 shader machine. The final result after all their back and forth with Nintendo and all the work of their world class programmers is a version that barely edges out the 360 version months later. That's pretty telling in my eyes. I don't believe Nintendo designed a lopsided system and the CPU or the DDR3 is bogging down an extraordinary GPU. It's much easier to say that all components are a good fit for one another, and indeed, that's exactly what we have heard.