Schnozberry
Member
Firstly, it's all unverifiable speculation.
Second the point you made about Xenos not utilizing all shaders is obviously correct, but VLIW5 constantly ignores 1/5 of it's shaders, this means that while Xenos might only use 200 shaders from time to time, Wii U is only using 128. And while VLIW5 is obviously more capable shaders, you are suggesting that it is basically 100% more capable. sure the clock is 10% higher, and efficiency could maybe make up for 30% of that count. It's still far short of matching Xenos, lets not pretend that VLIW5 has no latency issues causing those 128 shaders to never go idle, there is ~100 cycle latency in R700, so yes if it's 160ALUs it is very different than my old HD 4870 with 4/5th of it's shaders removed.
For 160 shaders to match Xenos, Xenos has to only utilize about 180 ALUs out of the 240 it has for the majority of the frames it draws, this only allows Wii U to match a crippled Xenos, not exceed it as we have heard from developers that it does. It's also funny that the Tekken developers have said that Wii U's GPU is 1.5x Xenos. Obviously these numbers don't mean much, but assuming they are directly comparing the capabilities, it points to 256 ALUs in Wii U, not 160.
Simply because they expect those parts to be binned, even though they are created in the 100s of thousands for everything from PoS machines to casino machines. Also embedded designs similar to these are used in arcade machines as well. Still it's taboo to use these in serious discussions because they might seem optimistic.
There isn't enough SRAM for 256 ALUs, unless AMD has customized the registers, which seems to be a serious stretch.