Is BG the guy with no tech knowledge but has info and analysis from his insider friend?
He came back but admitted he had no engineering or tech background to speak of and how he was just reiterating stuff from his friend who may or may not have an engineering background themselves.
Which is why I'm confused as to why, after he's been factually wrong so many times, he's still being held in high regard. Is it because he writes huge posts, and too often people just believe what little point he bolded (Regardless of the unlikelihood of the rest of the material)?
I stopped going to these threads, mostly because I was chased out by witch hunters who refused to be realistic in their expectations. Fourth Storm is pretty realistic, and pretty much started these 'investigations' into the hardware, so it's almost hilarious that some of the rambling users have snapped back and begun to reject him, also.
I was hoping you would come back and ask me what the facts were since I showed up that way you could get a proper understanding unless you didn't want that to begin with. Anyway I'll go ahead and make it easy for you.
The things I stated as fact that I recall were that Wii U games were most likely going to be targeting 720p, Wii U would have 2GB of memory, and that (at the time) it was highly likely based on all the info I got that 1GB of memory would go to games and 1GB to OS. As for not having a tech background I went to school for Computer Engineering Technology, but I was not able to finish. I used the upcoming round of consoles to help re-acclimate myself with current tech. And if there was anything above my head I made sure to point that out. So no background? No. Rusty background. Definitely.
Now from there performance was speculation based on what little tidbits I could scrape up and I tried to make it known as such. If Wii U games are supposed to look noticeably better than PS360 games then that means Wii U's performance should be 2-3x them based on BS multipliers. I talked both about a low power version with changes to gain extra performance elsewhere and a version with more raw power. I chose to focus on the raw power angle due to what we could learn about the dev kit GPU.
Now if there's anything I missed, feel free to ask me. But don't go misremembering things, saying them as fact, and not bothering to try and learn/remember the truth.
If people liked me then that's probably because first and foremost I tried to have fun with the whole process leading up to launch, and tried to answer any and all questions asked to me. When I know I'm wrong I have no problem admitting it. But I'm not going to say I'm wrong just because someone else thinks I am. The thing is these are just consoles. I don't take this as serious as some do. I don't need the consoles to be something just to justify an educated guess. I just want to learn and discuss the unknown till it becomes known...or till my current job doesn't make the money I like and I need to devote myself to improving my situation.
Indeed, it works out for Brazos, since that only has 4 ROPs. Llano is tricky because there aren't any two identical blocks with the size/shape/SRAM requirements to be ROPs. What you've labeled as W seems a pretty good candidate though (and looks enough like the RV770 ROPs as well, even though that photo is so fuzzy it's hard to be certain). It might be as happened on the latest 360 processors and the single W block has 8 ROPs on Llano. It is a 32nm chip compared to the others, so perhaps that allowed for it.
That seems to be asking a lot for a standard GPU since Brazos is 40nm and has virtually the same characteristics. Plus/however like I mentioned originally,
Xenos shows us at even at a larger fab, you don't need two blocks for one ROP when it's customized. I don't see them just duplicating a standard block like that, that's relatively unchanged. Also W in Llano is on the complete opposite side of the DDR3 interface according to this. And we know there's no eDRAM.
http://cdn.wccftech.com/wp-content/uploads/2011/04/amd_llano_die_block_diagram.png
If you noticed I was able to find similar blocks in Llano to all five blocks I consider the graphics engine. And on top of that they were all placed near each other like in Latte. The block most similar to U in Llano that you consider to be L2 cache in Latte is not close to W into Llano.
There's definitely something extra going on in J1. My theory is that there is extra logic sprinkled throughout many of the blocks which allow them to be used for Wii mode. Hence, fatter shaders and the one oversized J block. I don't know what I would equate the interpolators to on Flipper, though. The texture coordinate generator maybe?
Other than size (J1 is almost as big as the block you labeled as the CP) efficiency is another reason why I don't see them being Interpolators. I think I mentioned this in our discussion awhile back, but here is an article dated 9-23-09.
http://techreport.com/review/17618/amd-radeon-hd-5870-graphics-processor/5
Notable by their absence are the interpolation units traditionally found in the setup engine. These fixed-function interpolators have given way to a long-term trend in graphics processors; they've been replaced by the shader processors. AMD has added interpolation instructions to its shader cores as a means of implementing a new DirectX 11 feature called pull-model interpolation, which gives developers more direct control over interpolation (and thus over texture and shader filtering.) The shader core offers higher mathematical precision than the old fixed-function hardware, and it has many times the compute power for linear interpolation, as well. AMD CTO Eric Demers pointed out in his introduction to the Cypress architecture that the RV770's interpolation hardware had become a performance-limiting step in some texture filtering tests, and using the SIMDs for interpolation should bypass that bottleneck.
That's not too long after development on Latte supposedly started. I have a very tough time seeing AMD letting Nintendo keep something in their design that was already considered obsolete making them essentially into unnecessary space consumers when we see that space is a luxury.
As to your question...that's a good question, haha. I'm not familiar with all the functions of each block in Flipper/Hollywood handles to properly assess that.
Isn't one of the few things Nintendo has said specifically about the CPU/GPU is that no silicon is being wasted on Wii mode? In other words there's nothing specifically dedicated to BC that isn't being used in Wii U mode or did I misinterpret that?
What they said was that when they thought they needed to add Wii components 1:1 with Wii U components, the AMD/IBM designers working with them were already familiar with Broadway and Hollywood which allowed them to modify certain Wii U components for BC instead.