WiiU "Latte" GPU Die Photo - GPU Feature Set And Power Analysis

Status
Not open for further replies.
If the adoption rate is high enough by at LEAST 2016, how likely do you guys/gals/amorphous beings think that the next Nintendo console will support 4K resolution?
This might turn akin to bill gates 64 kb remark, but I don't think 4K will be standard on the generation after this one; the cost of rendering in 4K is simply too high for the returns.

For various reasons, first off, 4K has to prove itself out (like 3D before it, manufacturers screaming "next big thing!" doesn't cut it), as for now it seems pretty dumb.

Starting with the supposed need for it, Apple coined the "Retina Display" term, a term meant to illustrate how a screen resolution was so detailed that one couldn't distinguish pixels at the standard seeing distance.

With that in mind picture this, a current 40 inch 1080p display is "retina" when seen 1.59 meters distance (5.2 Feet); 50 inch is retina 1.98 meters away (6.5 feet) and 60 inch is retina 2.38 meters (or 7.8 feet) removed from that couch.


with that in mind 4K certainly feels like a huge overkill; your eyes will be doing the equivalent of supersampling the image (an AA technique of rendering a bigger image than you would then downscaling it ou the output), you might pull games sans-AA and at that distance, you won't notice aliasing, but it's more expensive to do something in 4K than applying some AA.


All in all 4K is not something I want to pick up "fast"; although it could be useful for using TV's as monitors, because on a PC working environment the fact the whole image doesn't fit your viewing angle doesn't matter as you're usually pretty close and focusing on what matters, hence one rarely sees the toolboxes of a software unless one is looking at then (or for them); it's simply different.

No one wants a soap opera to turn into a live tennis match in which you're too close to the action; your neck won't forgive you; so placing the TV closer than your actual one is (and providing you bought the inches you wanted/needed) is not really an option or advantageous.



This 4K thing is just reflecting the need manufacturers have to continue to sell; no such thing as good enough; even if we've more than reached the good enough. A TV bought today won't magically suck tomorrow because... 4K! In fact the whole focus on 1080p ready displays is silly in the entry range, 720p ready Plasmas actually look very good still, blacks are black (for the range), colors are lively, input lag is good... something most screens that range can't vouch for. Hell, this year's Panasonic X60 hits the DCI 98% just fine, a color accuracy that "supposedly" is kept from all models up to the GT60.

You're effectively purchasing better quality pixels, albeit less, and the result will be so much better than purchasing something better only on paper due to it. 4K is kinda like that, a stupid focus on pixels... again.



I'd say next gen going 4K all in itself is pretty unlikely; as I actually doubt this one is gonna be 1080p for the most part. They might pull the same tricks they're pulling now if adoption is high enough, which is being able to scaling it internally to 4K on the free and applying the HUD on top, so HUD would be 4K and the rest obviously wouldn't. That's the best case scenario for 4K on next gen, IMO.
 
I wouldn't expect 10nm or anything close to that, Nintendo has always been very behind the times with die shrinks, GC, Wii, WiiU, they tend to choose very mature processes. Probalby be something like 22nm or thereabouts

I think a mature process is certainly preferable to them, but its a bit of a myth that they're always well behind. GameCube's chips were 180nm, while that was 2 years old and so certainly mature it was also the newest available to them when they started manufacturing the console. Also Wii used the same 90nm process as 360/PS3 (again a 2 year old process but still not outdated).

WiiU certainly used a very mature process for its chips. But I think we found out why they didn't go with something smaller. Because eDRAM wasn't available on smaller processes (that's apparently a big part of the reason why MS went with eSRAM instead for its 28nm chip).

I agree 10nm won't be used though because that's not expected till 2017. I'd expect Nintendo to be in the process of manufacturing their next console by 2017 so that is likely going to be too immature for them. 14nm however is expected in 2015, so it should be quite mature by 2017 (fits the bill of past processes they've gone for in that it'd be 2 years old by then). So while there's always the possibility that some part of the chip architecture may keep them from going for 14nm I wouldn't rule it out based on any assumption of Nintendo always using outdated processes.
 
Thanks for pointing out that article ArchangelWest. It is very insightful. This part got me excited:

As ‘Nano Assault Neo’ never had a problem running at 60fps (including a 2nd screen rendering at 60fps on the GamePad) we didn’t have to do that kind of optimizations back then. For CPU usage ‘Nano Assault Neo’ only used the main CPU core. The two other cores were almost idle, beside a few percent used for our audio thread.

Seems like Espresso is a very capable CPU and not 'weak' like some people wanted us to believe.
 
I think a mature process is certainly preferable to them, but its a bit of a myth that they're always well behind. GameCube's chips were 180nm, while that was 2 years old and so certainly mature it was also the newest available to them when they started manufacturing the console. Also Wii used the same 90nm process as 360/PS3 (again a 2 year old process but still not outdated).

WiiU certainly used a very mature process for its chips. But I think we found out why they didn't go with something smaller. Because eDRAM wasn't available on smaller processes (that's apparently a big part of the reason why MS went with eSRAM instead for its 28nm chip).

I agree 10nm won't be used though because that's not expected till 2017. I'd expect Nintendo to be in the process of manufacturing their next console by 2017 so that is likely going to be too immature for them. 14nm however is expected in 2015, so it should be quite mature by 2017 (fits the bill of past processes they've gone for in that it'd be 2 years old by then). So while there's always the possibility that some part of the chip architecture may keep them from going for 14nm I wouldn't rule it out based on any assumption of Nintendo always using outdated processes.
eDRAm is available on 32nm though.
 
eDRAm is available on 32nm though.

As far as I know some WiiU chips are being produced at TSMC fabs and they don't even have 32nm process technology as they skipped it for 28nm. Do Renesas still have plenty of 32nm fabs (or do this outsource to GF?)?

Either way, WiiU is the first Nintendo console (well not as sure on NES and SNES) to use such an old node (45nm started 4 years before WiiU released), usually they use something between a year and a half to 2 years old, mature but far from outdated.
 
Fourth Storm, Your idea is close to mine except for one big difference.

Just some quick facts:

1. Iwata already announced that they are making 1 architecture going forward and that their handheld and console hardware teams are now together.
2. Iwata stated that they are not making a hybrid device, but in fact possibly expanding their platforms to add a 3rd and possibly more devices once they are all under 1 architecture.
3. This team is already working on their next handheld and console as we speak.
4. Nintendo has their developers creating tools for Wii U's GPU and CPU architecture, building 3rd party engines to run on Wii U specifically (Unity for instance) and building tools to easily port games designed for mobile devices to Wii U.

Having said all of that, the difference between what you think and what I think is that they won't be abandoning Wii U's Architecture going forward. They will almost definitely use a more modern GPU again, with more power for their console. Almost certainly target sub 50watt device again, (which at 20nm or less is a significant upgrade from Wii U)

Now let me talk about what I think they will do with their next hardware cycle, they will likely start with
DS4:

The current handheld doesn't support important 3rd party engines like Unity and will likely be replaced ~2016 with the relatively simple to implement Wii U hardware though it will not be a 1:1 transition most likely. You might see them drop the clock speed back down to 1GHz tricore cpu with 400MHz GPU. System ram might be 3DS's F-RAM(?) for backwards compatibility as they will likely have the 3DS chip on board in an powered down state. (this was still enough to show off the bird demo at e3 2011 on the show room floor @ 720p and 30fps) I think they will go for 480p screen on the bottom and 540p 3D screen on the top, because they are both very standard resolutions and this device would be plenty powerful enough to handle it. (BTW it would be either 256gflops or 128gflops depending on if Wii U's GPU has 320 or 160 ALUs, not that this matters much)

Wii U's successor:

The Wii U would be replaced by a successor a year after DS4 comes onto the market, it is likely what the hardware team is focused on and is already securing the design. I personally think it will be roughly ~4x Wii U, since they are the same basic architecture (Though likely more modern "DX 11.2 or DX 12 or whatever AMD is currently working on for HD 9000 series+)
This might sound a bit too good for Nintendo, but being realistic lets look at the specs: 1280 ALUs (similar to PS4, though more here) or 640 ALUs (if 160ALUs is right for Wii U) this puts the console at 2.56 TFLOPs or 1.28TFLOPs in ~2017 with a more modern GPU, you'd also likely only see the CPU increase to 6 cores but the clock speed could be at 1.6GHz or more, I think this CPU would likely be very similar to Wii U's espresso, meaning 4MBs L2 cache, 1.5 for just the main core and .5 for all remaining cores. edram might not change on the GPU side as 32MB is still enough for 1080p and it is expensive. 8GB of DDR4 memory is also probably where they will end up.
I don't think they will change the controller much, it will still likely have a screen on it but they might add support for 4 of them, as well as possibly making them sleeker. It could have extra functionality like an outward facing camera to add AR elements, maybe built in vitality sensor or it might have a good enough camera to do this with the one pointing at your face. Hopefully a longer wireless range to encompass the house as well.

New hardware?:
This new hardware cycle may see Nintendo expand into new platforms, maybe we will see Virtual Boy 2 or whatever you'll want to call it, which could receive it's signal similarly to the gamepad, and allow you to play from a comfortable distance with the wiimote and nunchuk (which will hopefully also see improvement to refine their orientation sensors)

Another device that would be a new platform for Nintendo could be either some sort of eye wear instead of the VB2 or a phone like device. The way I imagine this device is a rectangle with 2 shoulder buttons on one side and a + where you'd find the little Samsung or Apple button at the bottom of a phone. This would obviously work as a d-pad and allow it to also function as the phone's recall button, which would basically be a 2 stage digital click, with the 2nd click on a rocker to indicate direction. It would also come with a stylus and hopefully NinjaGaiden DS sequel will come. This device would be similar to the DS4 and might actually have the same hardware inside of it, the problem here is obviously if Nintendo can partner with a phone manufacture or at least implement the proper antenna for such a device. I am just taking a wild shot in the dark, and obviously all specs are just what I figure they will need going forward for these devices.

Edit: Obvious benefit of using the Wii U architecture going forward, is that it is ready when they launch DS4, Wii U's successor and any other device they come up with, they could extend the Wii U's life through DS4. They could let 3rd parties target all Nintendo platforms with a single game / code / assets (which would be DS4's as the lowest point in their power envelope) Meanwhile Nintendo would still release handheld titles and console titles separately, but they would come much faster. Something like Mario Kart could be released as 1 title, same with the next smash but they could also release a game for the handheld as well as a game for the console 6 months to a year before or after it. Something as different as OoT to Majora's Mask, or the 2 yoshi's island games in development right now, the difference is Nintendo would only need to use 1 team and instead of creating DLC for the next 6 months to a year, they simply release a new game for the other platform. This staggered delivery would allow owners to avoid droughts far more often, not have a drought upfront and also give 3rd parties a massive user base in this cycle that could easily see anywhere from 100-250 million units of hardware.
Interesting thoughts, although the 3DS successor would be the DS3 and not the DS4.
 
Thanks for pointing out that article ArchangelWest. It is very insightful. This part got me excited:



Seems like Espresso is a very capable CPU and not 'weak' like some people wanted us to believe.

Am I reading that right? The other two cores were practically not used at all? I understand that it's hard to get 100% out of any system when you first work on it, but leaving TWO WHOLE CORES essentially idle? Isn't that sacrificing a HUGE chunk of power?
 
Am I reading that right? The other two cores were practically not used at all? I understand that it's hard to get 100% out of any system when you first work on it, but leaving TWO WHOLE CORES essentially idle? Isn't that sacrificing a HUGE chunk of power?
They only used what they wanted. They also didn't bother to optimize the coding for shader usage, use the DPS, and take advantage of other Wii U hardware features. On average, they may have literally only use a third of Wii U's power.
 
Why would they be aiming for a "true tablet" when they were never aiming for a tablet to begin with? I thought it was stated and reinforced many times that the bases for the Wii U Gamepad was the DS which released before any of the popular tablets, and that they decided on going with the touchscreen controller for their next console in 2007 which was also before the tablet boom occurred. Miyamoto stated clearly that the Wii U having a touchscreen controller and the tablet boom occurring were pure coincidence. The focus of the Wii U as console is dual screen gameplay. If they made the console into a tablet then that would defeat the entire purpose of its existence. It would just be single screen DS.

I don't see Nintendo ever making a tablet. They are already have a touchscreen hardware design that has dominated the gaming market for 2 generations now. I also dont' buy into this handheld only business that people are insisting on with Nintendo. Did any of the Ipads or Androids ever break 150 million in sells?

They just came out of releasing the second best selling console in history as well. The console market has always been their primary focus even if their handhelds have overtaken it in sales number. I fail to see how more success in one market than another that you are still profitable in would lead to you dropping the latter. Dropping from the pure home console market would just be giving vantage to their competition.

Well, we don't really have to argue over whether Wii U was inspired by tablets or not in order to speculate that they might be considering a tablet designed gaming system in the future. For one, they are extremely popular in the market (and that trend doesn't look to be disappearing any time soon). Nintendo also seem to recognize the value in having a large screen for their games, as evidenced in both the Wii U and XL lines of DS/3DS.

Let's not compare sales for iphones/Androids to DS sales. For one, you can't just compare one iteration, as it's a continuous line with a large amount of compatible software. I find this to be the superior model over the classic hardware refresh cycle we're used to in gaming.

I'm not really suggesting dropping out of the home console market per say. What I am saying is that they should completely drop the facade that they are in the same market as Sony and MS. Instead of going after the type of 3rd party support that PS4/Xbone are getting, they should be looking at the type of support Android, iOS, and to a lesser extent, 3DS are getting. These bite-sized offerings are more in line with Nintendo's philosophy anyway, and they seem to already be testing this approach with their Web Framework. There was also that product (can't remember who made it) that could quickly recompile any iOS game to run on Wii U. Sure, we will still get our Zeldas, but the scale of game Nintendo has found more recent success in ranges from your Nintendogs/Brain Ages to your Luigi's Mansion/NSMBs. This is not a bad thing. They should stick to what they are good at and what they enjoy creating, even though it may not be in line with the desires of some on this board.

Nintendo's home consoles are already more than halfway to where I am suggesting they go. They are already making small, low TDP, less powerful devices. It can be argued that Wii U is failing in part because Nintendo could not commit to one direction. It tried to be all things to all people - a hardcore and casual box - and it's just not working.

As Z0m3Ie has pointed out, there are already indicators that Nintendo are pursuing a unified approach to handheld/console development. Honestly, with the way mobile technology is advancing, as gamers, we really would not stand to lose anything that we already have with this approach. Perhaps we won't be seeing a Zelda that eclipses the next gen Elder Scrolls games for quite some time, but we should be able to get something at Skyrim's level if Nintendo chooses to develop it.

This new info from Shin'en is interesting as well. They're shading system in the launch Nano Assault Neo is already exceeding what I've seen in XBLA games and they state they can get 30%-40% more performance just by optimizing the pipelines. We aren't even getting into other optimizations. This means they were just wasting shading before and still beating the 360.

This throws more weight behind the probability that the console has more than 160 shaders for me. Correct me if I'm wrong, but wasn't one of the critical pointed for explaining the improved shading in some Wii U games over their 360 counterparts that the 360 wasn't using all 240 in said games, but that the Wii U was some how getting near full efficiency out of its 160? This Shin'en comment just blows that out of the water. Fromo what I'm garnering from not only them, but Miyamoto's recent comment as well, getting full efficiency out of the Wii U's shaders wasn't even possible at launch and still doesn't seem to be likely.

In fact, I think most of the Wii U's functionality isn't even usable. All of these performance increasing updates are making that seem more and more likely. They even announced that the next big update is going to add functionality.

On another note, aren't Xenos's 240 shaders stored in 5 ALU's?

I don't think those comments support either case for the number of ALUs in Latte. It's comparing apples to oranges. To make any fair comparison, we'd have to compare the same code running on Wii U and 360 and ensure that ALUs are the only thing affecting performance. Even in a case where you are comparing shader intensive operations, they obviously need access to memory in order to do their work, so it's just not something you can easily isolate.

Regardless, it's debatable whether Wii U is beating 360 in anything related to shading. Something that I discovered recently, however, is that Xenos only has a theoretical max of 216 GFLOPS/s. Not 240. Unlike the VLIW5 in Latte, Xenos uses a Vec4+scalar architecture, and that scalar unit can only perform one FLOP per cycle, not 2. This is straight from AMD's engineers. The 240 GFLOPs seems to be a popular misconception.

Besides that however, I've found some indications that Latte may be able to push the same amount of GPU threads as Xenos (4096) even taking for granted a lower ALU count. More threads = more for the GPU to work on in those wasted cycles from the typical high latency graphics tasks.

Anyway, the greatest evidence for 160 shaders is the die shot itself. We can see the register banks and I have no doubts on the identification of 8 TMUs, which also points to that number of shaders. Unless someone can come up with a really good alternate explanation for the similarities between the L1s/TMUs in Brazos/Llano and Latte's S/T blocks, I don't think there's much left to be argued.

Fourth Storm, Your idea is close to mine except for one big difference.

Just some quick facts:

1. Iwata already announced that they are making 1 architecture going forward and that their handheld and console hardware teams are now together.
2. Iwata stated that they are not making a hybrid device, but in fact possibly expanding their platforms to add a 3rd and possibly more devices once they are all under 1 architecture.
3. This team is already working on their next handheld and console as we speak.
4. Nintendo has their developers creating tools for Wii U's GPU and CPU architecture, building 3rd party engines to run on Wii U specifically (Unity for instance) and building tools to easily port games designed for mobile devices to Wii U.

Having said all of that, the difference between what you think and what I think is that they won't be abandoning Wii U's Architecture going forward. They will almost definitely use a more modern GPU again, with more power for their console. Almost certainly target sub 50watt device again, (which at 20nm or less is a significant upgrade from Wii U)

Now let me talk about what I think they will do with their next hardware cycle, they will likely start with
DS4:

The current handheld doesn't support important 3rd party engines like Unity and will likely be replaced ~2016 with the relatively simple to implement Wii U hardware though it will not be a 1:1 transition most likely. You might see them drop the clock speed back down to 1GHz tricore cpu with 400MHz GPU. System ram might be 3DS's F-RAM(?) for backwards compatibility as they will likely have the 3DS chip on board in an powered down state. (this was still enough to show off the bird demo at e3 2011 on the show room floor @ 720p and 30fps) I think they will go for 480p screen on the bottom and 540p 3D screen on the top, because they are both very standard resolutions and this device would be plenty powerful enough to handle it. (BTW it would be either 256gflops or 128gflops depending on if Wii U's GPU has 320 or 160 ALUs, not that this matters much)

Wii U's successor:

The Wii U would be replaced by a successor a year after DS4 comes onto the market, it is likely what the hardware team is focused on and is already securing the design. I personally think it will be roughly ~4x Wii U, since they are the same basic architecture (Though likely more modern "DX 11.2 or DX 12 or whatever AMD is currently working on for HD 9000 series+)
This might sound a bit too good for Nintendo, but being realistic lets look at the specs: 1280 ALUs (similar to PS4, though more here) or 640 ALUs (if 160ALUs is right for Wii U) this puts the console at 2.56 TFLOPs or 1.28TFLOPs in ~2017 with a more modern GPU, you'd also likely only see the CPU increase to 6 cores but the clock speed could be at 1.6GHz or more, I think this CPU would likely be very similar to Wii U's espresso, meaning 4MBs L2 cache, 1.5 for just the main core and .5 for all remaining cores. edram might not change on the GPU side as 32MB is still enough for 1080p and it is expensive. 8GB of DDR4 memory is also probably where they will end up.
I don't think they will change the controller much, it will still likely have a screen on it but they might add support for 4 of them, as well as possibly making them sleeker. It could have extra functionality like an outward facing camera to add AR elements, maybe built in vitality sensor or it might have a good enough camera to do this with the one pointing at your face. Hopefully a longer wireless range to encompass the house as well.

New hardware?:
This new hardware cycle may see Nintendo expand into new platforms, maybe we will see Virtual Boy 2 or whatever you'll want to call it, which could receive it's signal similarly to the gamepad, and allow you to play from a comfortable distance with the wiimote and nunchuk (which will hopefully also see improvement to refine their orientation sensors)

Another device that would be a new platform for Nintendo could be either some sort of eye wear instead of the VB2 or a phone like device. The way I imagine this device is a rectangle with 2 shoulder buttons on one side and a + where you'd find the little Samsung or Apple button at the bottom of a phone. This would obviously work as a d-pad and allow it to also function as the phone's recall button, which would basically be a 2 stage digital click, with the 2nd click on a rocker to indicate direction. It would also come with a stylus and hopefully NinjaGaiden DS sequel will come. This device would be similar to the DS4 and might actually have the same hardware inside of it, the problem here is obviously if Nintendo can partner with a phone manufacture or at least implement the proper antenna for such a device. I am just taking a wild shot in the dark, and obviously all specs are just what I figure they will need going forward for these devices.

Edit: Obvious benefit of using the Wii U architecture going forward, is that it is ready when they launch DS4, Wii U's successor and any other device they come up with, they could extend the Wii U's life through DS4. They could let 3rd parties target all Nintendo platforms with a single game / code / assets (which would be DS4's as the lowest point in their power envelope) Meanwhile Nintendo would still release handheld titles and console titles separately, but they would come much faster. Something like Mario Kart could be released as 1 title, same with the next smash but they could also release a game for the handheld as well as a game for the console 6 months to a year before or after it. Something as different as OoT to Majora's Mask, or the 2 yoshi's island games in development right now, the difference is Nintendo would only need to use 1 team and instead of creating DLC for the next 6 months to a year, they simply release a new game for the other platform. This staggered delivery would allow owners to avoid droughts far more often, not have a drought upfront and also give 3rd parties a massive user base in this cycle that could easily see anywhere from 100-250 million units of hardware.

Interesting take. I go back and forth myself on whether Nintendo will choose to continue the Wii U architecture into its handheld line or just reboot everything. Alot of people say it's obvious to shrink Wii U into a tablet, but they were saying that about the Gamecube back in the day too, and we never got it. Alot of it rests on 2 factors.

1)Will Iwata still be running the show a few years from now. He may not resign next year, but how long can he continue at this rate? They will likely return to profitability but their market share and value will remain low. A new regime would probably be more likely to shake things up and go with different hardware partners.

2)How well will the architecture really shrink down and is it worth it when ARM/Imagination/Nvidia are releasing great products tailored to that space already? I'm thinking of the PPC cores in particular. If it's possible to get them small/cool enough, will Nintendo be able to get AMD and IBM to play nice and develop a SoC? Is Renesas up to the task (they'd probably design it if they're still around in a few years and then outsource manufacturing to TSMC, but isn't IBM eDRAM SOI?) Of course, by that time, 3D stacking with TSVs will likely also be an option.

As for the hardware design itself, I am also a bit torn. They'll almost certainly nix the Gamepad as a focus, though. It's way too pricey, it's not catching on with consumers, and even Nintendo seem to be short on ideas for the thing. That's not to say that their home console, I'll call it the microconsole, won't be able to interact with your old Gamepad, however. They could also have it so that the next DS or the hypothetical tablet can be used as a substitute, but it's not going to be the distinguishing feature and it's not going to be in every box.

On the handheld front is where things get a bit more difficult to sort out. Do they continue the dual screen approach? Let's look at some pros and cons.

Pros:
  • Having the second screen is convenient and a great place for maps and inventory. Allows for the occasional innovative experience not possible on a single touch screen.
  • The DS has become damn near iconic in the handheld space over the last 9 years. They stand to lose a bit of their identity in a sea of mobile devices if they ditch the setup.

Cons:
  • 2 screens are expensive and many core gamers would undoubtedly prefer one high quality screen.
  • The gap between the screens makes certain dual screen games difficult.
  • It would make compatibility of software between the new DS and a theoretical single screen console a bit hairier.
  • There are relatively few games which really utilize both screens in a satisfying fashion.

Yeah, it's a tough call to make. Despite the cons, I can see them sticking with the trusty DS design. What will probably end up happening, though, is that they'll nix the 3D effect, expand the bottom screen to 16:9 and make that the primary gameplay screen once again.

If we are going to ponder how such software would be compatible with a console, there are a few options. Since most games use the second screen as a map or inventory, they could simply use a button like select in the console version to bring this screen up (maybe have a button with the dual rectangle DS icon on it). In the rare occasion that the second screen is truly vital, they'd just have to stick something on the box which says you need a Gamepad, tablet, DS, whatever to play it on the console. I think this would be very rare however, as they would probably just design their software so that this is not an issue. Rather, games could be "enhanced" by a second screen as we are seeing with Smart Glass - additional functionality but nothing truly essential to the game.

Obviously, there is a bit of optimization that goes along with this approach, but in the grand scheme of things, the work put in is probably much less. The old way is to simply have whole teams devoted to NSMB2/NSMBU, SM3DL/SM3DW, DKCRWii/DKCR3D, MK7/MK8, etc. In this approach, you'd have a common architecture, one team, and a bit more optimization for one game. You sell to a larger installed base, and have more time/manpower to pump out quality DLC and sequels that you can then also sell to that larger installed base.

Man, I wrote alot. Got inspired by that Nintendo 3rd party thread. haha. Unfortunately, I can't really think of anything to add that hasn't already been said by the many minds at work over there. :D
 
I was looking into anti-aliasing and thought what if WiiU eDRAM is 256 GB/s and would devs use it for AA when can be used for something else.

Xenos runs its eDRAM at 2 Ghz to achieve that throughput to the ROPs. Wii U's eDRAM is likely running at the GPU clock although 800 Mhz is also a possibility so we're probably looking at 70.4 GB/s or 102.4 GB/s. It seems devs are choosing to take a post processing approach to AA and save the eDRAM for local render targets, framebuffers, scratchpad, and other duties.
 
Correct me if i'm wrong but doesn't Nintendo have more cash in the bank then Sony's entire stock price and company value?

I honestly don't buy this whole 'Nintendo are a small company' argument.

They have something like 10 billion USD in the bank.
They have thousands of staff
Hundreds of millions to billions in hard and soft assets
Own significant infrastructure globally
Some of the most valuable IPs in the industry
The DS and Wii were highly successful

The real issue is Nintendo have failed to invest in modernizing their business for over a decade. Iwata has basically destroyed the company through his fiscal tight ass and reserved management. The company has stagnated while the rest of the industry has moved on. Nintendo are now so far behind the competition they're going to be forced to go down the direction you've suggested if they want to remain in the hardware business.

And if Nintendo go down the path you've suggested, i will not be buying another one of their platforms ever again.

EXACTLY. Fourth Storm doesn't know what he's talking about. With Nintendo having roughly $11 BILLION CASH they aren't going ANYWHERE. They can take a $300 LOSS YEARLY for almost the next century and still have money. Nintendo isn't going anywhere.
 
As far as I know some WiiU chips are being produced at TSMC fabs and they don't even have 32nm process technology as they skipped it for 28nm. Do Renesas still have plenty of 32nm fabs (or do this outsource to GF?)?

Either way, WiiU is the first Nintendo console (well not as sure on NES and SNES) to use such an old node (45nm started 4 years before WiiU released), usually they use something between a year and a half to 2 years old, mature but far from outdated.

Makes sense.
 
EXACTLY. Fourth Storm doesn't know what he's talking about. With Nintendo having roughly $11 BILLION CASH they aren't going ANYWHERE. They can take a $300 LOSS YEARLY for almost the next century and still have money. Nintendo isn't going anywhere.
While I don't necessarily agree with Fourth Storm theory (haven't read it yet), I believe his stance is including the human resources and efficiency to provide software for two high spec machines and the issue with diminishing returns. Due to the improvements in portable technology, Nintendo's next portable could easily exceed the PSVita without being too expensive even if its 3D again , so we are talking about powerlevels not significantly behind the Wii U. Production costs will go up, but graphics will look very good on a small portable screen. The question here is not can Nintendo do it because they definitely have the money to make it happen. The question is would they continue with the separate console/handheld plan considering the shrinking of the dedicated game handheld market, PCs, and possibly dedicated game consoles? It is an interesting question considering things, though it may heavily depend on how things will ultimately go with the Wii U.
 
EXACTLY. Fourth Storm doesn't know what he's talking about. With Nintendo having roughly $11 BILLION CASH they aren't going ANYWHERE. They can take a $300 LOSS YEARLY for almost the next century and still have money. Nintendo isn't going anywhere.

How about at least attempting to have a civil discussion before resorting to personal attacks. Probably everyone on this forum is aware of Nintendo's fabled war chest. That does not mean they will continue to pour resources into an unprofitable console business.

I also wasn't suggesting Nintendo "go anywhere." Try reading my posts before claiming I don't know what I'm talking about as if I don't peruse this thread. The post you replied to also didn't address my points that Nintendo still have a relatively small number of staff compared to the likes of EA and are currently struggling to support two consoles.

Also, this topic sways off topic here and there but is primarily for discussing the Wii U hardware. Let's try to keep it in that general neighborhood.
 
About the common architecture thing (or whatever the original Iwata quote was), I read it as referring to the development side of things rather than necessarily hardware. Like the biggest issue is that with hardware switches they've had to sort of restart every time on the software side to learn the hardware...and I guess sticking with compatible hardware every time is one route, but it'd leave them limited in hardware choices, vs consolidating development to a common software architecture and using that as the basis to port out to whatever hardware they go with.

A simple analog off the top of my head is Apple's stuff. You can build in Xcode and build for x86 Macs (as well as PPC way back) with AMD or NV GPUs, and tweak stuff around for ARM iOS devices w/PowerVR and vice versa, and whatever other hardware down the line if they decide to switch.

So I'm not assuming consolidated hardware just yet, but I'd guess ARM for a handheld (it'll probably remain the best handheld option, or at least good enough plus the code compatibility benefit) while no clue for a console. Embedded PPC appears to be a dead space (at least as far as IBM output) similar to how desktop PPCs were a few years back, so perhaps a lack of options and cost could push them to AMD and/or ARM. Then again they could pull out some random PPC variant out of their asses again (maybe the PPC 476 predictions will come true in 2018!), but I wonder how much that'd cost, and I imagine it'd be way behind performance wise considering AMD and ARM will have had many more years of continued development.
 
Xenos runs its eDRAM at 2 Ghz to achieve that throughput to the ROPs. Wii U's eDRAM is likely running at the GPU clock although 800 Mhz is also a possibility so we're probably looking at 70.4 GB/s or 102.4 GB/s. It seems devs are choosing to take a post processing approach to AA and save the eDRAM for local render targets, framebuffers, scratchpad, and other duties.

I think bandwidth is higher than that, MEM2 bandwidth is far to low to do anything other than holding textures to render. Looking at pics and video's of Bayo 2, alpha resolutions are high and there lots of it, while holding a smooth 60 fps.

Has the eDRAM bus been determined based on the die shot provided by chipworks?
 
About the common architecture thing (or whatever the original Iwata quote was), I read it as referring to the development side of things rather than necessarily hardware. Like the biggest issue is that with hardware switches they've had to sort of restart every time on the software side to learn the hardware...and I guess sticking with compatible hardware every time is one route, but it'd leave them limited in hardware choices, vs consolidating development to a common software architecture and using that as the basis to port out to whatever hardware they go with.

A simple analog off the top of my head is Apple's stuff. You can build in Xcode and build for x86 Macs (as well as PPC way back) with AMD or NV GPUs, and tweak stuff around for ARM iOS devices w/PowerVR and vice versa, and whatever other hardware down the line if they decide to switch.

So I'm not assuming consolidated hardware just yet, but I'd guess ARM for a handheld (it'll probably remain the best handheld option, or at least good enough plus the code compatibility benefit) while no clue for a console. Embedded PPC appears to be a dead space (at least as far as IBM output) similar to how desktop PPCs were a few years back, so perhaps a lack of options and cost could push them to AMD and/or ARM. Then again they could pull out some random PPC variant out of their asses again (maybe the PPC 476 predictions will come true in 2018!), but I wonder how much that'd cost, and I imagine it'd be way behind performance wise considering AMD and ARM will have had many more years of continued development.

The quote was pointing to a common hardware, 1 hardware team instead of 2 for instance... Considering that the handheld will likely come first and the console would follow a year or so later, using Wii U hardware for the handheld in some variation makes sense, especially considering they will likely be using 22-14nm by then and needing to come up with only 1 new hardware solution by borrowing from Wii U, makes the most sense considering the console comes with different hardware (similar architecture) only 12 - 18 months later.

Another benefit here would be no launch drought, they could re-purpose Wii U code/assets/games for the handheld launch, they could even build 1 title and tweak it for both platforms at the end of its development cycle. Wii U's Successor would also have the same benefits and would also mean no wind down at the end of Wii U's life. You'd be able to support Wii U up until the very moment you stop making them.

The one place they obviously would have to be careful is to keep handheld titles and console titles different with a few exceptions, they have to play to those platform's strengths. Which is something Nintendo is very aware of. 3rd parties on the other hand would likely be very happy with the idea of just making one game and releasing it across every platform Nintendo currently would make, they wouldn't need to even change code or assets and considering the 3DS and Wii U's horrible start, they would still have ~40m user base together, so 3rd parties might accept this as a way to lower their risk and increase their profit per title made without actually having to put in more effort.

If they move over to a new architecture like ARM, it would likely not be in their best interest, for one, the limitation of CPU doesn't really matter. Consoles are about GPUs and the shift to GPGPU would leave the CPU to more or less just deal with general purpose code, which Espresso should excel at. Moving Espresso down to 22-14nm would allow them to add more cores while still raising the clocks, reaching ~1.6-2ghz (depending on shrink performance) could in fact yield incredible results for the architecture since it is already extremely fast thanks to its extremely short pipeline. Personally I don't think CPUs for consoles are very important and considering Microsoft and Sony's choice with jaguar, I think they agree.
 
The quote was pointing to a common hardware, 1 hardware team instead of 2 for instance... Considering that the handheld will likely come first and the console would follow a year or so later, using Wii U hardware for the handheld in some variation makes sense, especially considering they will likely be using 22-14nm by then and needing to come up with only 1 new hardware solution by borrowing from Wii U, makes the most sense considering the console comes with different hardware (similar architecture) only 12 - 18 months later.

Another benefit here would be no launch drought, they could re-purpose Wii U code/assets/games for the handheld launch, they could even build 1 title and tweak it for both platforms at the end of its development cycle. Wii U's Successor would also have the same benefits and would also mean no wind down at the end of Wii U's life. You'd be able to support Wii U up until the very moment you stop making them.

The one place they obviously would have to be careful is to keep handheld titles and console titles different with a few exceptions, they have to play to those platform's strengths. Which is something Nintendo is very aware of. 3rd parties on the other hand would likely be very happy with the idea of just making one game and releasing it across every platform Nintendo currently would make, they wouldn't need to even change code or assets and considering the 3DS and Wii U's horrible start, they would still have ~40m user base together, so 3rd parties might accept this as a way to lower their risk and increase their profit per title made without actually having to put in more effort.

If they move over to a new architecture like ARM, it would likely not be in their best interest, for one, the limitation of CPU doesn't really matter. Consoles are about GPUs and the shift to GPGPU would leave the CPU to more or less just deal with general purpose code, which Espresso should excel at. Moving Espresso down to 22-14nm would allow them to add more cores while still raising the clocks, reaching ~1.6-2ghz (depending on shrink performance) could in fact yield incredible results for the architecture since it is already extremely fast thanks to its extremely short pipeline. Personally I don't think CPUs for consoles are very important and considering Microsoft and Sony's choice with jaguar, I think they agree.

I agree with everything you said, except that Espresso is a 32bit-CPU (as discussed earlier). This may not be a problem for the 3DS successors (all currently used ARM-CPUs are) but sure for the WiiU successor.
Would it even be possible or feasible to extend the Espresso design to 64bit?
Did the 1 billion $ development contract with IBM definitely end with the WiiU?
 
I agree with everything you said, except that Espresso is a 32bit-CPU (as discussed earlier). This may not be a problem for the 3DS successors (all currently used ARM-CPUs are) but sure for the WiiU successor.
Would it even be possible or feasible to extend the Espresso design to 64bit?
Did the 1 billion $ development contract with IBM definitely end with the WiiU?

32bit doesn't really hurt it since memory extension shouldn't be much of an issue. It is more important to actually have access to all the VC work they are doing now if you think about it. Also Iwata said you would be able to move your Wii U accounts onto future platforms in a Ndirect last year iirc, this would point to keeping your digital library intact as important for Nintendo and the only real way to do that is to keep the hardware architecture they have now or they will have to start all over again and lose all their BC they have worked so hard to keep over the last near decade.
 
Is there any benefit to 64 bit processors, other than the RAM issue?

Eventually 64bit could be needed for CPU intensive tasks, but considering GPUs are going to grow in importance and receive more tasks currently left to the CPU, I don't see a future where a GPGPU + 32bit CPU would be completely outdated. Unless you want to talk about pure APUs as a single unit addressing both CPU and GPU tasks at the same time. However right now we are at the point where APUs efficiently house a GPU and a CPU they are not in themselves 1 single body. I'm not sure if a game console would benefit from this sort of design anyways as it is mostly meant to speed up stuff not targeting the GPU by sending stuff to be processed on the GPU much faster than you typically could do through a bus.

However AMD and IBM have combined processors on a die before iirc with the 360 slim, so putting them on the same die for Wii U's successor isn't completely out of the question though considering the nature of Wii U's architecture, mcm should still be enough.
 
Doesn't change the fact that all other consoles and PC will be 64-bit systems, with a 32bit system in 2016+ it would make it a hurdle for development for third-party-devs again. I know Nintendo is very first-party centric in it's design decisions, but they have to get their shit together finally if they want to stay relevant for third-parties (or become relevant again for that matter). And the RAM matter IS a serious one (even if there exist workarounds).
 
Doesn't change the fact that all other consoles and PC will be 64-bit systems, with a 32bit system in 2016+ it would make it a hurdle for development for third-party-devs again. I know Nintendo is very first-party centric in it's design decisions, but they have to get their shit together finally if they want to stay relevant for third-parties (or become relevant again for that matter). And the RAM matter IS a serious one (even if there exist workarounds).
Moving to a 64bit processor is really only to satisfy the numbers game, the ram work around should be fine considering the large edram. I'm not saying that moving to 64bit would be a bad move for Nintendo, but they own this processor they are using now, they have built on it and built tools and software around it and are still doing that to this day, if it is a choice between having all that software work, including all the digital purchases you've made on Wii u this gen and all your VC games or starting over again. Then forget 64bit, they would do better to spend all that time on making games then worrying about publishers that want to ignore them anyways.
 
Moving to a 64bit processor is really only to satisfy the numbers game, the ram work around should be fine considering the large edram.

I really don't know what the eDRAM has to do with this.

They have to do the step some time in the future, there isn't a better moment for the switch than now with great low power 64bit processors available on the market (or hitting soon), especially in hindsight of unifying the handheld / home console architectures.

If IBM can develop something to fit this, great. Existing 32bit code could probably run on these too probably (I really don't know). But there is also ARM v8 CPUs coming next year, AMD could very well develop a SoC based on these, as they could with their x86 line.
 
The quote was pointing to a common hardware, 1 hardware team instead of 2 for instance... Considering that the handheld will likely come first and the console would follow a year or so later, using Wii U hardware for the handheld in some variation makes sense, especially considering they will likely be using 22-14nm by then and needing to come up with only 1 new hardware solution by borrowing from Wii U, makes the most sense considering the console comes with different hardware (similar architecture) only 12 - 18 months later.

Another benefit here would be no launch drought, they could re-purpose Wii U code/assets/games for the handheld launch, they could even build 1 title and tweak it for both platforms at the end of its development cycle. Wii U's Successor would also have the same benefits and would also mean no wind down at the end of Wii U's life. You'd be able to support Wii U up until the very moment you stop making them.

The one place they obviously would have to be careful is to keep handheld titles and console titles different with a few exceptions, they have to play to those platform's strengths. Which is something Nintendo is very aware of. 3rd parties on the other hand would likely be very happy with the idea of just making one game and releasing it across every platform Nintendo currently would make, they wouldn't need to even change code or assets and considering the 3DS and Wii U's horrible start, they would still have ~40m user base together, so 3rd parties might accept this as a way to lower their risk and increase their profit per title made without actually having to put in more effort.

If they move over to a new architecture like ARM, it would likely not be in their best interest, for one, the limitation of CPU doesn't really matter. Consoles are about GPUs and the shift to GPGPU would leave the CPU to more or less just deal with general purpose code, which Espresso should excel at. Moving Espresso down to 22-14nm would allow them to add more cores while still raising the clocks, reaching ~1.6-2ghz (depending on shrink performance) could in fact yield incredible results for the architecture since it is already extremely fast thanks to its extremely short pipeline. Personally I don't think CPUs for consoles are very important and considering Microsoft and Sony's choice with jaguar, I think they agree.
Found the original quote:
As you might already know from some newspaper reports, we will reorganize our development divisions next month for the first time in nine years. Two divisions which have independently developed handheld devices and home consoles will be united to form the Integrated Research & Development Division, which will be headed by Genyo Takeda, Senior Managing Director.

Last year we also started a project to integrate the architecture for our future platforms. What we mean by integrating platforms is not integrating handhelds devices and home consoles to make only one machine. What we are aiming at is to integrate the architecture to form a common basis for software development so that we can make software assets more transferrable, and operating systems and their build-in applications more portable, regardless of form factor or performance of each platform. They will also work to avoid software lineup shortages or software development delays which tend to happen just after the launch of new hardware.

Some time ago it was technologically impossible to have the same architecture for handheld devices and home consoles and what we did was therefore reasonable. Although it has not been long since we began to integrate the architecture and this will have no short-term result, we believe that it will provide a great benefit to our platform business in the long run. I am covering this topic as today is our Corporate Management Policy Briefing.
Reading it as either software or hardware architecture works so it's hard to say (like handheld stuff wouldn't work well using the same software dev as console stuff up until relatively recently). The point about common basis for software dev and more portability "regardless of form factor or performance" is what makes me think he's talking about software integration rather than hardware integration.

As for Espresso:
I really don't know what the eDRAM has to do with this.

They have to do the step some time in the future, there isn't a better moment for the switch than now with great low power 64bit processors available on the market (or hitting soon), especially in hindsight of unifying the handheld / home console architectures.

If IBM can develop something to fit this, great. Existing 32bit code could probably run on these too probably (I really don't know). But there is also ARM v8 CPUs coming next year, AMD could very well develop a SoC based on these, as they could with their x86 line.
This sums up the issues for me. IBM probably could make something, but if Nintendo is the only customer for it it's going to become a cost issue for both parties like what happened with Apple before. AMD has their range of products and getting into mobile iirc, ARM is already there and has been scaling up, while IBM seems to be focused on big iron these days. Even if Espresso can be tweaked again it's going to reach a dead end at some point unless IBM gets back into low power applications (well I guess the Blue Gene type stuff is kind of that direction? But that's more for massively multi core applications iirc).
 
I don't really care what's in their next box as long as they do something nifty as a USP again. I've been happy with motion controls for the Wii and the GamePad for the Wii U (although I have been surprised that third parties have had better uses of the GamePad than Nintendo themselves), so I want something equally cool for the Wii 3...brain controlled games would be cool lol, some sort of VR thingummybob or something that you'd never expect.

I've owned just 2 Nintendo consoles (Wii and Wii U) and 1 Nintendo handheld (3DS) so far and after my experiences with them all I won't hesitate to get the next one of each that's released.
 
I think bandwidth is higher than that, MEM2 bandwidth is far to low to do anything other than holding textures to render. Looking at pics and video's of Bayo 2, alpha resolutions are high and there lots of it, while holding a smooth 60 fps.

Has the eDRAM bus been determined based on the die shot provided by chipworks?

There's no way to tell for sure from the die shot afaik, although Chipworks may have that info in their extensive report (on sale for only $13,500). We can count the number of columns in the modules and view how they are arranged. If one makes the assumption that each column can move one bit, you get 1024, but there is really no way to know how many bits each can transfer at a time.

What needs to be kept in mind, though, is that the 360's eDRAM was basically set up for one thing - to provide free AA. That's the only reason that much bandwidth was necessary. Wii U's eDRAM is more flexible in use and doesn't need as much even to draw a bunch of alphas. (As as side note, we'll see how Bayo 2 actually ends up running - it's too early to say if they'll be able to meet their target, but Wii U has struggled with alpha textures in certain games, which might be due to the eDRAM being overworked, among other possibilities.)

If you look at the Xbone design, its eSRAM is running at 102.4 GB/s. It's running with a similar concept but just beefed up alot more. For what Wii U is pushing, even 70.4 GB/s is very good. Just take a look at the RAM bandwidth for various Radeon HD4000 series cards on Wikipedia if you want more examples.

As for Espresso:

This sums up the issues for me. IBM probably could make something, but if Nintendo is the only customer for it it's going to become a cost issue for both parties like what happened with Apple before. AMD has their range of products and getting into mobile iirc, ARM is already there and has been scaling up, while IBM seems to be focused on big iron these days. Even if Espresso can be tweaked again it's going to reach a dead end at some point unless IBM gets back into low power applications (well I guess the Blue Gene type stuff is kind of that direction? But that's more for massively multi core applications iirc).

I pretty much agree with you here. I'm not sure if there's much value in keeping an Espresso based processor beyond this generation. z0m makes a point in that Nintendo are building their current gen engines around it (as well as their VC emulator code), but one has to wonder how much further they can push the architecture. If they are looking to design a SoC there are going to be problems and a 3D stacked design is likely to still be pretty expensive, especially compared to a SoC. With ARM, you can add pretty much as many cores as you like until you hit your performance target and AMD's offerings are also a decent possibility. Both would be more dev friendly, and seeing as that the CPU is the component most complained about by devs in Wii U, Nintendo would probably be wise to hear them out and make a change.

Then, there's the eDRAM. Carrying that into a portable on a process below 32nm may end up being impossible, so really there goes the whole heart of the Wii U architecture. Not to be a downer, but with Wii U's current sales projections, would it really be worth designing another console around BC with that system? If anything, it would probably make more sense to build around keeping compatibility with 3DS.

The one place they obviously would have to be careful is to keep handheld titles and console titles different with a few exceptions, they have to play to those platform's strengths. Which is something Nintendo is very aware of. 3rd parties on the other hand would likely be very happy with the idea of just making one game and releasing it across every platform Nintendo currently would make, they wouldn't need to even change code or assets and considering the 3DS and Wii U's horrible start, they would still have ~40m user base together, so 3rd parties might accept this as a way to lower their risk and increase their profit per title made without actually having to put in more effort.

I don't know if the concept of fundamental design differences between handheld and console titles is necessarily true anymore. Many of Nintendo's recent successful 3DS outings, have been console-sized expereriences - Luigi's Mansion, Fire Emblem, Zelda, 3d Mario, etc. Meanwhile, there is a large and growing market for small indie games on consoles and PCs. With the prevalence of save states, sleep modes, etc, I don't think devs need to necessarily design handheld games into bite-sized segments per say, any more than a console game. That was also one of the points Nintendo tried to make with Wii - to break down the wall by reducing startup time, and to encourage short play sessions for our time-pressed society. In theory, all games should have frequent and convenient break spots or a good standby mode built into the hardware.
 
On the subject of what does Nintendo do after WiiU.

Does anyone think that WiiU's specs could have been Nintendo's reaction to the longer console generations ?.

Maybe they have seen the PS360 console generation last 8 years with talk already suggesting that the PS4/XBO generation could last a decade and Nintendo have thought 'let's get two consoles out for every one that Sony and MS release', esp as first party support usually dries up 4 years into the cycle.

Building a console that is a little more powerful than the current gen HD consoles would have been a great launching point for the first party development teams with regards to learning HD development. WiiU would essentially be an HD training ground for Nintendo with a new console planned for 2016 which would bring them at least on par with PS4/XBO, specs wise.

I think a lot of people just assume that WiiU is Nintendo continuing with the Wii philosophy of 'hardware doesn't matter' but if you look at their history, they have always had on par or more powerful hardware than their competitors.
 
There's no way to tell for sure from the die shot afaik, although Chipworks may have that info in their extensive report (on sale for only $13,500). We can count the number of columns in the modules and view how they are arranged. If one makes the assumption that each column can move one bit, you get 1024, but there is really no way to know how many bits each can transfer at a time.

What needs to be kept in mind, though, is that the 360's eDRAM was basically set up for one thing - to provide free AA. That's the only reason that much bandwidth was necessary. Wii U's eDRAM is more flexible in use and doesn't need as much even to draw a bunch of alphas. (As as side note, we'll see how Bayo 2 actually ends up running - it's too early to say if they'll be able to meet their target, but Wii U has struggled with alpha textures in certain games, which might be due to the eDRAM being overworked, among other possibilities.)

If you look at the Xbone design, its eSRAM is running at 102.4 GB/s. It's running with a similar concept but just beefed up alot more. For what Wii U is pushing, even 70.4 GB/s is very good. Just take a look at the RAM bandwidth for various Radeon HD4000 series cards on Wikipedia if you want more examples.



I pretty much agree with you here. I'm not sure if there's much value in keeping an Espresso based processor beyond this generation. z0m makes a point in that Nintendo are building their current gen engines around it (as well as their VC emulator code), but one has to wonder how much further they can push the architecture. If they are looking to design a SoC there are going to be problems and a 3D stacked design is likely to still be pretty expensive, especially compared to a SoC. With ARM, you can add pretty much as many cores as you like until you hit your performance target and AMD's offerings are also a decent possibility. Both would be more dev friendly, and seeing as that the CPU is the component most complained about by devs in Wii U, Nintendo would probably be wise to hear them out and make a change.

Then, there's the eDRAM. Carrying that into a portable on a process below 32nm may end up being impossible, so really there goes the whole heart of the Wii U architecture. Not to be a downer, but with Wii U's current sales projections, would it really be worth designing another console around BC with that system? If anything, it would probably make more sense to build around keeping compatibility with 3DS.



I don't know if the concept of fundamental design differences between handheld and console titles is necessarily true anymore. Many of Nintendo's recent successful 3DS outings, have been console-sized expereriences - Luigi's Mansion, Fire Emblem, Zelda, 3d Mario, etc. Meanwhile, there is a large and growing market for small indie games on consoles and PCs. With the prevalence of save states, sleep modes, etc, I don't think devs need to necessarily design handheld games into bite-sized segments per say, any more than a console game. That was also one of the points Nintendo tried to make with Wii - to break down the wall by reducing startup time, and to encourage short play sessions for our time-pressed society. In theory, all games should have frequent and convenient break spots or a good standby mode built into the hardware.

Nintendo push for 60fps more any other developer. I think it would be in their best interest to make sure that bandwidth is available. Iwata has already mentioned that the console is memory focused. From what I have read memory bandwidth is one of the most important aspects of maintaining a solid framerate. Also those framerate issues in COD has been ironed out to non existent.
 
Nintendo push for 60fps more any other developer. I think it would be in their best interest to make sure that bandwidth is available. Iwata has already mentioned that the console is memory focused. From what I have read memory bandwidth is one of the most important aspects of maintaining a solid framerate. Also those framerate issues in COD has been ironed out to non existent.

60fps is a design choice. You can max out even a high bandwidth system if you use enough effects, high res textures, etc. Look at the talk now of 30 fps on PS4/Xbone. In Bayo 2's case, they have likely made the choice to keep steady 60 fps and will only add as much extra eye candy as will hold that framerate. When you're only targetting one architecture, that task becomes easier.
 
Nintendo push for 60fps more any other developer. I think it would be in their best interest to make sure that bandwidth is available. Iwata has already mentioned that the console is memory focused. From what I have read memory bandwidth is one of the most important aspects of maintaining a solid framerate. Also those framerate issues in COD has been ironed out to non existent.

They were? Was there some sort of patch for this? Because last time I checked, by framerate seemed to dip into the low 30's.
 
60fps is a design choice. You can max out even a high bandwidth system if you use enough effects, high res textures, etc. Look at the talk now of 30 fps on PS4/Xbone. In Bayo 2's case, they have likely made the choice to keep steady 60 fps and will only add as much extra eye candy as will hold that framerate. When you're only targetting one architecture, that task becomes easier.

I don't disagree with what you have posted, but like I said MEM2 just isn't sufficient for anything holding textures maybe even a framebuffer.
 
No, have not played that since it released. Multiplayer has been the only part that has been patched. Which had horrible framerate issues and started out with less players in ground war/ domination.

MP is much less demanding and runs similar to the other versions. It's the SP that has bad sub-30fps drops.
 
MP is much less demanding and runs similar to the other versions. It's the SP that has bad sub-30fps drops.

well, the WiiU renders the entire game twice.
I thought it was running pretty good for this fact and it being a quick and dirty port.
also the framerate drops are nowhere as bad or in large numbers as first reports made them up to be.
 
well, the WiiU renders the entire game twice.
I thought it was running pretty good for this fact and it being a quick and dirty port.
also the framerate drops are nowhere as bad or in large numbers as first reports made them up to be.

...not...exactly. IIRC, what the Wii U does is that it has two frame buffers set up (one for the TV, the other for the Gamepad) and, if Gampad mirror mode is selected, the GPU makes a compressed copy of each rendered frame and sends it to the Gamepad's frame-buffer at the same time. So no, it's not drawing everything twice; that would be a waste of resources.
 
well, the WiiU renders the entire game twice.
I thought it was running pretty good for this fact and it being a quick and dirty port.
also the framerate drops are nowhere as bad or in large numbers as first reports made them up to be.

Playing on the gamepad just mirrors the main screen and doesnt render anything twice.

And If you have one player on the gamepad and one on the main screen it removes dynamic shadows and hurts the framerate more.
 
well, the WiiU renders the entire game twice.
It renders the game once, and then scales the result if you want it doubled to the gamepad. The amount of work a GPU has to do to scale a backbuffer to a smaller size is tiny compared with the amount of work a GPU has to do to render a frame, both in terms of GPU utilization and total start-to-finish time.

It's not terribly common for large amounts of stuff to get "rendered twice," at least when there's any chance of avoiding it. Rasterized planar reflections can *sort of* be seen as rendering the scene again, although they're almost always rendered with a lower resolution, and they often use simplified graphics. Another case that comes to mind is the Halo 3 engine, which attains a cartoonishly huge HDR range (it tracks luminance values up to 128 times higher than white level) by rendering out to 2 backbuffers, which presumably doubles the load in quite a few areas of the rendering pipeline.
 
I don't know... Shin'en made it sound like the console renders twice for the sake of the gamepad.

'As Nano Assault Neo never had any problem running at 60fps (including a second screen rendering at 60 fps on the gamepad) we didn't have to do that kind of optimization back then.'
 
On the subject of what does Nintendo do after WiiU.

Does anyone think that WiiU's specs could have been Nintendo's reaction to the longer console generations ?.

Maybe they have seen the PS360 console generation last 8 years with talk already suggesting that the PS4/XBO generation could last a decade and Nintendo have thought 'let's get two consoles out for every one that Sony and MS release', esp as first party support usually dries up 4 years into the cycle.

Building a console that is a little more powerful than the current gen HD consoles would have been a great launching point for the first party development teams with regards to learning HD development. WiiU would essentially be an HD training ground for Nintendo with a new console planned for 2016 which would bring them at least on par with PS4/XBO, specs wise.

I think a lot of people just assume that WiiU is Nintendo continuing with the Wii philosophy of 'hardware doesn't matter' but if you look at their history, they have always had on par or more powerful hardware than their competitors.
Well it'll be interesting to see how long each one is active if nothing else. Console updates are glacial compared to the rest of the tech world so I could see someone pushing for change there, but the long term stability of a console is also what makes them unique. I hypothesized some time back about consoles going the computer route in the sense of backwards compatible spec updates (rather than massive changes generation to generation), like Sony and MS are probably in a good position for that if they want it (unless AMD goes out of business I guess).

Nintendo could make the most of it considering their modest hardware not keeping up as long, but PPC could hold them back (for reasons mentioned earlier)...unless they can eventually make it cheaply enough to include (and cheap enough to integrate) with whatever new stuff they go with. I figure the GPU side could be fine at least, i.e. a new one would be a backwards superset of the old one.
...not...exactly. IIRC, what the Wii U does is that it has two frame buffers set up (one for the TV, the other for the Gamepad) and, if Gampad mirror mode is selected, the GPU makes a compressed copy of each rendered frame and sends it to the Gamepad's frame-buffer at the same time. So no, it's not drawing everything twice; that would be a waste of resources.
Kind of curious, how does it work if one screen isn't completely mirrored, is it rendering once and overlaying onto the mirrored image or rendering separate images? Like in NFSMWU iirc it has a spectator mode with no overlays on the TV, but the gamepad view is the normal view with everything on screen.
 
Kind of curious, how does it work if one screen isn't completely mirrored, is it rendering once and overlaying onto the mirrored image or rendering separate images? Like in NFSMWU iirc it has a spectator mode with no overlays on the TV, but the gamepad view is the normal view with everything on screen.
I don't know, but I'd guess it would render the view to the main FB, blit a scaled version to the GP FB, overlay the HUD and send it.
 
Doesn't change the fact that all other consoles and PC will be 64-bit systems, with a 32bit system in 2016+ it would make it a hurdle for development for third-party-devs again. I know Nintendo is very first-party centric in it's design decisions, but they have to get their shit together finally if they want to stay relevant for third-parties (or become relevant again for that matter). And the RAM matter IS a serious one (even if there exist workarounds).

This has not failed to confused me. I have looked at the Broadway documentation many times and a large chunk of its functionality is 64 bit. Can someone explain this to me?


A 64-bit, split-transaction external data bus with burst transfers.

The data bus width for bus interface unit (BIU) accesses of the L1 data cache array is 64 bits on the Broadway and cast out or reload of a 32-byte cache line requires four access cycles. On the Broadway, this bus has been expanded to 256 bits with access to an intermediate 32-byte buffer. As a result, cache blocks can be read from or written to the cache array in a single cycle, reducing cache contention between the BIU, the L1 and the load-store unit.

The 32 floating-point registers (FPRs) serve as the data source or destination for floatingpoint instructions. These 64-bit registers can hold single, paired single or double-precision floating-point values.

In addition to the 32-bit single-precision and the 64-bit double-presicion floating-point operands, the Broadway implements a new floating-point operand type: paired single-precision. The paired single operand uses a 64-bit FPR to maintain two 32-bit single precision floating point operands.
http://raidenii.net/files/datasheets/cpu/ppc_broadway.pdf


People keep treating this processor like its and archaic x86 processor. They fail to take into account any of the features and functionality that allow it to do things more efficiently than the x86 CPUs, things that they can't or how it can do things in ways that an x86 cpu can't.

Though, this discussion really should be moved to the CPU thread.
 
Status
Not open for further replies.
Top Bottom