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

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It's still just an opinion and quite frankly a nonsensical one.

It's extraordinarily rare that I disagree with you, but maybe I can at least clarify what i think that opinion means.

The architecture of the Wii u is quite different from 7th generation systems. That much is painfully obvious even from the die shots alone. It's much more modern, better designed, efficient, and closer to the ps4 and xbone in design. However, in terms of "how many polygons can this thing put on the screen" I think he meant that its likely closer to the 360 than it is the xbone. I am not sure if that is nonsensical. I think he's only really discussing raw performance. There is obviously more to the console than that, but that is what many in this thread are trying to gauge and why it's been a mess lately.
 
Sorry I do not trust tags. I find it difficult on internet forums to trust someone without credential. A tag on GAF is not proof that anyone knows about the Wii U. Also I find contradictory the fact that he says that the Wii U is current gen+ system and the NDA do not apply to that.

Also post like this do fill me up with confidence.

http://www.neogaf.com/forum/showpost.php?p=57246112&postcount=537

A little more information about the documentation could change that though...

It's only your loss if you don't want to accept reality.
 
It's extraordinarily rare that I disagree with you, but maybe I can at least clarify what i think that opinion means.

The architecture of the Wii u is quite different from 7th generation systems. That much is painfully obvious even from the die shots alone. It's much more modern, better designed, efficient, and closer to the ps4 and xbone in design. However, in terms of "how many polygons can this thing put on the screen" I think he meant that its likely closer to the 360 than it is the xbone. I am not sure if that is nonsensical. I think he's only really discussing raw performance. There is obviously more to the console than that, but that is what many in this thread are trying to gauge and why it's been a mess lately.
That's the important point, and the reason why simple performance metrics can't be used to compare the systems in the first place.


It's only your loss if you don't want to accept reality.
You know, sometimes, even developer make assumptions that turn out to be wrong and end up being surprised. This is about the CPU, just like lherre's and Marcan's statements:

Added Wii-U support for Bink 2 - play 30 Hz 1080p or 60 Hz 720p video! We didn't think this would be possible - the little non-SIMD CPU that could!
http://www.radgametools.com/bnkhist.htm

The bolded part is what's actually important. RAD isn't some noname backyard company. They have experienced engineers, and have developed highly optimized low level middleware on Nintendo hardware for many, many years. And even they drew the wrong conclusions based on specs and early development work. Maybe things aren't that simple...
 
I'm not sure I understand. Why do you think marcan's findings are "misinformation"? Have you considered that someone who hacks and tests the hardware may actually have more information on it than what is provided to the devs? Or that marcan's findings tally with what lherre already knows and that posting it is a way of disseminating the information without saying anything directly?

It is already answered on the CPU topic why Marcan was clearly speaking that the findings were based on "Wii Mode" hacking on one core and the architecture of the Wii U it has similarities only by name with the Wii with an MCM chip. After that he said he do not know nothing else about how the Wii U CPU works.

he even posted this on his blog:

The Wii U isn’t a particularly interesting device. It has the same old Wii CPU, times three. The GPU is a standard, and somewhat outdated Radeon core.

You can understand that after that comment that the credibility of this guys fell like a rock on a lakes bottom.

Again we are moving in circles that is not the point of the topic. The GPU is.

It's only your loss if you don't want to accept reality.

Which reality is that?
 
That's the important point, and the reason why simple performance metrics can't be used to compare the systems in the first place.

When simply analyzing the GPU architecturally, you're right. When discussing what all the new tech actually nets you, what kind of graphics we can expect from it (GPU's are built to display graphics naturally)...then that's all that matters to the eye...the performance metrics. In that sense, it performs and creates graphics like a beefy X360.
 
When simply analyzing the GPU architecturally, you're right. When discussing what all the new tech actually nets you, what kind of graphics we can expect from it (GPU's are built to display graphics naturally)...then that's all that matters to the eye...the performance metrics. In that sense, it performs and creates graphics like a beefy X360.
And that's where you're wrong. Oh well, I have a pretty mean cold and am too tired to discuss this nonsense... again. We had this discussion many, many times.
 
Krizzx - lherre has access to the dev kit. He has the documentation. What he says rings true. Why not, instead of a rant, ask him question you think he could answer without breaking the (very strict) Nintendo NDA?

Huh? What I said had nothing to do with lherre. I was referring to the top of the page and a few on the last page.

Of course, being a dev doesn't make one god. Like how there were devs that said the GC was incapable of shading. If you had asked them they would have told you inaccurate information. Being a dev doesn't make you the know all to the hardware, expecially when its been documented that the system is still not fully optimized. Heck, I develop software and websites on Windows but I'd be one of the last people you should ask for in depth knowledge.

Devs are far from being beyond bias by any stretch. There are devs who think the Wii U is true next gen console and far stronger than the PS3/360.

You have dev who say things like this after making nothing http://www.joystiq.com/2007/02/23/god-of-war-dev-thinks-wii-gets-boring-quickly/
Then you have devs that say things like this http://leakybattery.wordpress.com/2010/10/04/fast-racing-league-interview/ and make this http://iheartnintendo.com/post/48286333661

Generally, a devs understanding of a system runs and the game they produce mirror their opinion of the hardware.

I'm not trying to discredit a dev's opinion, but it isn't the first time an acutal developer has come in this thread. Exactly how much work did he do on the hardware? Even Shin'en who are probably the best devs on the Wii U are still learning about what it can do and the features it possesses. How good of a dev is he? Heck, I've coded a small Java game before, so I could very well call myself a game dev. That's not saying much, though. Just being realistic.

Can he give us some real numbers like factual ALU count or polygon throughput? Does he know if it uses Shader Modal 5.0? How much dev knowledge does he have pertaining to the Wii U?



See my issue isn't resolution, but I think its rendering capabilities exceeds current gen by at least 2 generations, 3 being max. What worries me is devs looking at the eDRAM as just a framebuffer pool.

I actually think Nintendo went all out on customizations. Like increasing shader clocks, and SRAM blocks, maybe going dual graphics engine, with eDRAM speed being XXXGB/s.

There is no telling how far their customizations go given how hard they target efficiency(watt for watt performance). As I've said in the past, you can take 20 GPU with the same clock and get 20 huge ranges of performance. Same with shaders and any other aspects. How it does it is far more important than what it does.

I also agree with the no less than 2 generations statement.
Added Wii-U support for Bink 2 - play 30 Hz 1080p or 60 Hz 720p video! We didn't think this would be possible - the little non-SIMD CPU that could!
The bolded part is what's actually important. RAD isn't some noname backyard company. They have experienced engineers, and have developed highly optimized low level middleware on Nintendo hardware for many, many years. And even they drew the wrong conclusions based on specs and early development work. Maybe things aren't that simple...

This is my point on the dev thing. I doubt even Nintendo knows all the ins and outs of what the Wii U is capable of yet. The hardware is still being optimized.

One thing I can say for certain is that the performance it shows will only increase from here, and it already shown itself more capable of the last gen hardware in many scenarios.
 
http://www.radgametools.com/bnkhist.htm

The bolded part is what's actually important. RAD isn't some noname backyard company. They have experienced engineers, and have developed highly optimized low level middleware on Nintendo hardware for many, many years. And even they drew the wrong conclusions based on specs and early development work. Maybe things aren't that simple...

Video decoding is a very different issue though. This thread is about the GPU and, unless they're using it to decode video, it's not really relevant.

Besides, Bink is designed to be lightweight and unintrusive on resources. It's not really that surprising that a tri-core CPU can decode 1080p video while still loading assets. Bink video isn't exactly the most highly compressed video compared to, say, h.264. Even my 6 year old Dell D630 laptop can decode 1080p video if it's low enough bitrate and using a lightweight enough codec. And Bink video has frankly been rather terrible in terms of macroblocking.

It's not really a meaningful metric, in my opinion.

Edit: Not that I want to take too much away from the CPU. I'm sure that it's fine for its purpose, but it's a separate topic.
 
Wrong about what now? It being an Xbox 360 + in terms of performance?

I don't constantly want to attempt to be an interpreter lol... But I think what wsippel was trying to say was that the console isn't just "3 Wii cores and an r700" - and that much is certainly true.
 
Video decoding is a very different issue though. This thread is about the GPU and, unless they're using it to decode video, it's not really relevant.

Besides, Bink is designed to be lightweight and unintrusive on resources. It's not really that surprising that a tri-core CPU can decode 1080p video while still loading assets. Bink video isn't exactly the most highly compressed video compared to, say, h.264. Even my 6 year old Dell D630 laptop can decode 1080p video if it's low enough bitrate and using a lightweight enough codec. And Bink video has frankly been rather terrible in terms of macroblocking.

It's not really a meaningful metric, in my opinion.

Edit: Not that I want to take too much away from the CPU. I'm sure that it's fine for its purpose, but it's a separate topic.
I believe the point was that they were surprised that the Wii U could put it off with its non-simd CPU. In other words, it is too soon to define hard limits to the system's capabilities. The concept is not exclusive for Nintendo platforms. I'm quite sure some of the latest 360 and PS3 games have things going on that was beyond what people thought those systems were capable of.
 
i was about to say that its gonna be a long year or two until some people are satisfied with the arguments being laid out here since plenty of ports should be out by then...and then i remembered watch dogs. i hope the lack of footage has to do more with them not wanting to spoil whatever WIIU exclusive features it may have and not that there is a large difference and they dont want bad press.
 
i was about to say that its gonna be a long year or two until some people are satisfied with the arguments being laid out here since plenty of ports should be out by then...and then i remembered watch dogs. i hope the lack of footage has to do more with them not wanting to spoil whatever WIIU exclusive features it may have and not that there is a large difference and they dont want bad press.

They handed Watchdogs for the Wii U off to one of their B- teams. Expect subpar rubbish. I've said that many times in this thread.

No port from a 360/PS3 game is going to show off any of the Wii U's real power. We will get better results from ports from the PS4 and XboxOne
 
My big questions for lherre are A) who was closer; the 352 GFLOPs people or the 178 GFLOPs people B) Is the eDRAM faster/slower than what's in the Xbox 360 (and by a lot or a little) and C) is the documentation for the console really in the shits?
 
Lherre knows his shit. Him saying it's "current gen +" obviously implies in raw performance terms it's looking to developers like it's a small bump above current gen machines.

However, raw performance has nothing to do with what 'generation' a machine is. We also don't know what context or from what data Lherre's opinion was drawn (not to downplay what he's saying - just something to bear in mind).
 
I would think Ubisoft is starting to get a good deal of experience on the Wii U by now, so shoudnt watch dogs and AC4 performance be decent metrics?
 
http://www.radgametools.com/bnkhist.htm

The bolded part is what's actually important. RAD isn't some noname backyard company. They have experienced engineers, and have developed highly optimized low level middleware on Nintendo hardware for many, many years. And even they drew the wrong conclusions based on specs and early development work. Maybe things aren't that simple...

This also shoots down theories of some custom SIMD on the CPU.
 
Video decoding is a very different issue though. This thread is about the GPU and, unless they're using it to decode video, it's not really relevant.

Besides, Bink is designed to be lightweight and unintrusive on resources. It's not really that surprising that a tri-core CPU can decode 1080p video while still loading assets. Bink video isn't exactly the most highly compressed video compared to, say, h.264. Even my 6 year old Dell D630 laptop can decode 1080p video if it's low enough bitrate and using a lightweight enough codec. And Bink video has frankly been rather terrible in terms of macroblocking.
The post I was answering to was about the CPU (follow the link), and this is about Bink 2, not Bink 1. The Bink 2 codec is brand new and pretty much pure SIMD.


Wrong about what now? It being an Xbox 360 + in terms of performance?
No. Wrong about raw performance being the only thing you actually see on screen.


This also shoots down theories of some custom SIMD on the CPU.
What theories? Paired singles are a form of SIMD and custom, and we know Espresso supports those. It's quite limited compared to stuff like VMX, SSE or NEON, though.
 
This also shoots down theories of some custom SIMD on the CPU.

as I stated in the other thread to you not really, its an off the cuff comment that could easily just refer to the perception of the chip

not saying it does have anything but jumping on comments can be just as inaccurate on both sides of the story
 
What theories? Paired singles are a form of SIMD and custom, and we know Espresso supports those. It's quite limited compared to stuff like VMX, SSE or NEON, though.

Right, I mean apart from paired singles. I believe there were at least a handful of people clinging to the idea of some hidden higher end SIMD support.
 
Right, I mean apart from paired singles. I believe there were at least a handful of people clinging to the idea of some hidden higher end SIMD support.
Nah, if there was anything like that, we would know by now. Marcan said there are just a few unidentified new opcodes, and those are probably mostly related to the SMP implementation. Also, we can see the registers on the die shot - there is no additional SIMD unit.
 
My big questions for lherre are A) who was closer; the 352 GFLOPs people or the 178 GFLOPs people B) Is the eDRAM faster/slower than what's in the Xbox 360 (and by a lot or a little) and C) is the documentation for the console really in the shits?
it cannot be 352glfop. It has to be 176gflop or some weird number in between. But the data on the die doesn't support a weird numbers (ex 30 alu per block)so that leaves us with 176gflops.

They handed Watchdogs for the Wii U off to one of their B- teams. Expect subpar rubbish. I've said that many times in this thread.

No port from a 360/PS3 game is going to show off any of the Wii U's real power. We will get better results from ports from the PS4 and XboxOne
The same team is handling the ps4 port.
 
it cannot be 352glfop. It has to be 176gflop or some weird number in between. But the data on the die doesn't support a weird numbers (ex 30 alu per block)so that leaves us with 176gflops.
Probably. But what if the register configuration isn't the same as on PC GPUs? Don't know if that's even possible, but the large amounts of embedded memory might allow Nintendo to go with a different configuration. There might be no need to go with a conventional register setup if you don't have to deal with bandwidth and latency bottlenecks.
 
If the register configuration is the same as on PC GPUs. But what if it isn't? Don't know if that's even possible, but the large amounts of embedded memory might allow Nintendo to go with a different configuration. There might be no need to go with a conventional register setup if you don't have to deal with bandwidth and latency bottlenecks.

could perhaps the mysterious memory blocks help out with the registers?
 
Probably. But what if the register configuration isn't the same as on PC GPUs? Don't know if that's even possible, but the large amounts of embedded memory might allow Nintendo to go with a different configuration. There might be no need to go with a conventional register setup if you don't have to deal with bandwidth and latency bottlenecks.
I didn't think that was possible.
 
The same team is handling the ps4 port.

That is what I "remember" hearing when Watch_Dogs was newly announced too, but when searching the only version of the game that has a confirmed developer is the Wii U version done by Ubisoft Bucharest/Romania. When it comes to PC, Xbox One and PS4 I can not find a definitive answer, but most "guess" its Ubisoft Montreal.
 
That is what I "remember" hearing when Watch_Dogs was newly announced too, but when searching the only version of the game that has a confirmed developer is the Wii U version done by Ubisoft Bucharest/Romania. When it comes to PC, Xbox One and PS4 I can not find a definitive answer, but most "guess" its Ubisoft Montreal.

I may be remembering wrong but wasn't the wii u version being developed before the ps360 versions even started?
 
Probably. But what if the register configuration isn't the same as on PC GPUs? Don't know if that's even possible, but the large amounts of embedded memory might allow Nintendo to go with a different configuration. There might be no need to go with a conventional register setup if you don't have to deal with bandwidth and latency bottlenecks.

I'd give it up. He seems determined on pushing for it to be 176gflops for no other reason than that he can sing that it has less shaders than the 360. Ask him to explain what the "data" he's talking about is in descriptive detail and give ready to get nothing. All of the 20 ALU probabilities were be based on criteria that other unconfirmed things had to be true. Even Fourth admitted that it could very well be any other numbers in the end, and even if you went with Fourths theory, it included fixed function units that would actually make the real world gflop performance even higher than 352(which always gets erased when usc slings the 176 hypothesis around).

It is a probable theory when the actual pro analysts were promoting it with "all of the details", but it is only one possibility.

There are only a few people still beating the 176 shader drum, and none of them are actual credited analysts/contributors besides Fourth, to my knowledge, who actually provided a sound argument for it that included fixed function capability that would make it higher performance than 352Gflops. The rest are just people who want to be able to claim that the Wii U has "lower" numbers because they know the numbers matter the most to a lot of people just as with the misconception about the RAM bandwith and the CPU clock.

The more logical guess given that the TMUs in the Wii U are 90% larger than 20 ALU count components is that it is actually a 90% larger component, ie. 32 or 36 count unit. Possibly a refined 40 ALU unit that was able to get more performance out of a block that was slightly smaller than a standard 40 ALU block or optimize a 40 ALU block to make it smaller on the die.

This is what I'm leaning towards, because it doesn't leave anything unexplained. Trying to go with the 176 count seems to be making reality fit ones ideals rather than making ones ideals fit reality. I'm still open to the possibilities.
 
I may be remembering wrong but wasn't the wii u version being developed before the ps360 versions even started?

Yeah that is also one of the things I remember, PS4 + Wii U version started on (up and running on devkits) while PS360 had not been started on at that time.
 
To make that perfectly clear: I absolutely can see it being 176 GFLOPS, and the registers are the most obvious hint we have, so it's easy to come to that conclusion. I simply point out that it doesn't quite seem to match other observations.
 
Yeah that is also one of the things I remember, PS4 + Wii U version started on (up and running on devkits) while PS360 had not been started on at that time.

i'm pretty hopeful watchdogs will be the first multi that looks noticeably better than ps360 but totally prepared for it to be near enough the same
 
Even Fourth admitted that it could very well be any other numbers in the end, and even if you went with Fourths theory, it included fixed function units that would actually make the real world gflop performance even higher than 352(which always gets erased when usc slings the 176 hypothesis around).

You don't include fixed function units in GFLOP counts otherwise the last gen consoles and current gens would be many many many times more power, probably last gen would be in the terraflop count.
 
I'd give it up. He seems determined on pushing for it to be 176gflops for no other reason than that he can sing that it has less shaders than the 360. Ask him to explain what the "data" he's talking about is in descriptive detail and give ready to get nothing. All of the 20 ALU probabilities were be based on criteria that other unconfirmed things had to be true. Even Fourth admitted that it could very well be any other numbers in the end, and even if you went with Fourths theory, it included fixed function units that would actually make the real world gflop performance even higher than 352(which always gets erased when usc slings the 176 hypothesis around).

It is a probable theory when the actual pro analysts were promoting it with "all of the details", but it is only one possibility.

There are only a few people still beating the 176 shader drum, and none of them are actual credited analysts/contributors besides Fourth, to my knowledge, who actually provided a sound argument for it that included fixed function capability that would make it higher performance than 352Gflops. The rest are just people who want to be able to claim that the Wii U has "lower" numbers because they know the numbers matter the most to a lot of people just as with the misconception about the RAM bandwith and the CPU clock.

The more logical guess given that the TMUs in the Wii U are 90% larger than 20 ALU count components is that it is actually a 90% larger component, ie. 32 or 36 count unit. Possibly a refined 40 ALU unit that was able to get more performance out of a block that was slightly smaller than a standard 40 ALU block or optimize a 40 ALU block to make it smaller on the die.

This is what I'm leaning towards, because it doesn't leave anything unexplained. Trying to go with the 176 count seems to be making reality fit ones ideals rather than making ones ideals fit reality. I'm still open to the possibilities.
Lol so funny all I had to say is data and tech members of this board knew exactly what I was talking about and yet you are lost...

There is no reasoning with you. Now back to fixed function lol...

352 is what I predicted the wiiu to be but it doesn't match the data at hand. I would love for some new data and not noise.
 
You don't include fixed function units in GFLOP counts otherwise the last gen consoles and current gens would be many many many times more power, probably last gen would be in the terraflop count.

You do know of how fixed function hardware works and the different forms of it right?

Either way, it was not I who came up with that even. It was Fourth who made the comment about it exceeding what the performance would be with 352 Gflops if it had fixed function units in the component right along with the 176 ALU theory. They were intangible as it was needed to account for the fact that Latte's TMU are nearly twice the size of a 20 ALU AMD component, and measurements were the crux of that theory.

You cannot just take the half data that is convenient and act like all that you don't know doesn't matter the way DF did. "There is no wasted silicon on the die". This is one of the only details we can claim to have confirmation of.

Last I checked, this was still where the analysis of the GPU was
latte_annotated.jpg

That is what I "remember" hearing when Watch_Dogs was newly announced too, but when searching the only version of the game that has a confirmed developer is the Wii U version done by Ubisoft Bucharest/Romania. When it comes to PC, Xbox One and PS4 I can not find a definitive answer, but most "guess" its Ubisoft Montreal.

I saw the same thing. The Wii U version was handed off to the B- teams at Ubisoft Bucharest.

Everything else seems to be getting developed by the A teams at Ubisoft Montreal.

Whatever the Wii U version demonstrates, it will be nothing to judge the capabilities of the GPU by, though its inevitable that people will.
 
You cannot just take the half data that is convenient and act like all that you don't know doesn't matter the way DF did. "There is no wasted silicon on the die". This is one of the only details we can claim to have confirmation of. .

I'm just telling you the way it works, if you want to start comparing fixed function units then you can't conveniently leave out what the others have, either do it for everyone or not one.
 
I'd give it up. He seems determined on pushing for it to be 176gflops for no other reason than that he can sing that it has less shaders than the 360. Ask him to explain what the "data" he's talking about is in descriptive detail and give ready to get nothing. All of the 20 ALU probabilities were be based on criteria that other unconfirmed things had to be true. Even Fourth admitted that it could very well be any other numbers in the end, and even if you went with Fourths theory, it included fixed function units that would actually make the real world gflop performance even higher than 352(which always gets erased when usc slings the 176 hypothesis around).

It is a probable theory when the actual pro analysts were promoting it with "all of the details", but it is only one possibility.

There are only a few people still beating the 176 shader drum, and none of them are actual credited analysts/contributors besides Fourth, to my knowledge, who actually provided a sound argument for it that included fixed function capability that would make it higher performance than 352Gflops. The rest are just people who want to be able to claim that the Wii U has "lower" numbers because they know the numbers matter the most to a lot of people just as with the misconception about the RAM bandwith and the CPU clock.

The more logical guess given that the TMUs in the Wii U are 90% larger than 20 ALU count components is that it is actually a 90% larger component, ie. 32 or 36 count unit. Possibly a refined 40 ALU unit that was able to get more performance out of a block that was slightly smaller than a standard 40 ALU block or optimize a 40 ALU block to make it smaller on the die.

This is what I'm leaning towards, because it doesn't leave anything unexplained. Trying to go with the 176 count seems to be making reality fit ones ideals rather than making ones ideals fit reality. I'm still open to the possibilities.


To be fair to USC, the weight of evidence does still lean towards 176GFLOP. He's not plucking that out of the air. Sure, we're missing some pieces of the puzzle still which might increase that figure, but that's not proof.

What wsippel suggested and what you're suggesting above are both perfectly plausible hypotheses - and might well be correct - but there is no more evidence for them than what USC (and Fourth etc) have to arrive at the 176GFlop figure. In fact there is less. "Occum's Razor" and all that...
 
I'm just telling you the way it works, if you want to start comparing fixed function units then you can't conveniently leave out what the others have, either do it for everyone or not one.

Out of curiosity, what are all these alleged beastly fixed functions that bring PS360 from under 250 gigaflops to theoretically over a teraflop??


Anyway, I do remember hearing Ubisoft Romania/Bucharest was working on both Wii U and PS4 ports, but as was said, I can't find anything on that now. I think it may have originated on Ubi Romania's facebook page (mentioned working on Wii U and PS4). But not positive.

If that IS the case that would probably make the Wii U version a PS4 down-port. But if that team's only doing the Wii U version, we probably end up with a PS360 cross-port and worse results. But what puts a wrench in that idea was the comment that the Wii U version was up and running before PS360 was even started on.

We'll see... judging by Splinter Cell, they could release a video sometime soon highlighting the gamepad features, etc..
 
I would like to clarify something about this performance vs architecture thing.
Architecture doesn't refer only to having newer features, but also things that affect performance in a crucial way.

Let's speak about Gflops. A flop is a floating point operation, usually done when you take two 32 bits operands and get 1 32 bit result. What this means is that a 100 Gflops card needs (to have a 100% efficiency) a total bandwidth of 9600 Gbits or 1.2 TBytes.
Of course, there are local caches and registers on every GPU that takes the most impact of that memory bandwidth need, but those caches even on the most modern model rarely surpasses the few MB in total (which goes from register memory to L1 and L2 caches), and of course, since they are different level memories the real amount of data you can store without impacting the main memory is even smaller than that.

Now, even if the Xbox 360 only had 200 GFlops of raw power (it had a bit more than that) it would need 2.4 TBytes of bandwidth only for the GPU, and of course, it had even smaller caches than current GPUs which means that it's dependency on external memories was even bigger, and all there was outside that was the main memory of 512MB and 22.4GB/s of total bandwidth, and the write-only 32GB/s bus to the eDram chip. Every time that something stored on the 10MB eDram pool had to be read, it would also impact the main 22.4 GB/s main memory bandwidth, so in most cases those 22.4 GB/s were the real bandwidth limit (plus maybe a bit more for the data that could be stored on the eDram and was resolved inside the son die like updating the z-buffer, but even those operations had to do compromises because 10MB of memory aren't enough to handle well a 720p resolution).

To that, you have to add the bandwidth needed by the CPU (and it being focused on fast matrix operations and reaching around 70 GFlops on an ideal scenario meant that it was a really hungry CPU in terms of bandwidth) and the fact that it "only" had 1MB of L2 cache for the whole 6 threads it had to handle.

So let's compare that to the WiiU architecture. We don't know exactly how much bandwidth does the 32MB of eDram provide, but knowing Nintendo, it wouldn't surprise me if it's even at the same level or higher than the similar pool found on the Xbox One (this is Nintendo's number 1 priority when designing hardware). But what's most important is that it's a multipurpose pool of memory that can be read and written. Not only it's much bigger than the Xbox 360 eDram die in terms of capacity, but it also is able to handle everything that can be stored on it without impacting the bigger pool of memory.

Regarding the CPU, it has an enormous L2 cache that provides 3-12 (depending on the core) more memory space per thread compared to the Xbox 360 one, and it's design more focused on integer operations isn't as dependant on bandwidth as the one of the Xbox 360 CPU. So all in all, it's impact on the bigger pool of memory could be an order of magnitude less than the one the Xbox 360 CPU had on it's 512MB pool of memory or even less than that.

And if even all of that wasn't enough, there are 3 more MB of cache on the GPU that of course will also alleviate the bandwidth impact on both the 2GB pool of memory and the 32MB one.

All that has a brutal impact on performance, not only in the one you see in a paper and compare shader processros and maximum flop output, but the one you see on your screen when you execute optimized code on the machine (in other words, its from here that most of the "it punches above its weight" sentences come from).

Will it still be much closer to Xbox 360 than to Xbox One in terms of performance? Of course. Not only because in total brute strength the Xbox One is too far to compensate it with efficiency, but also because that console is much more efficient in its design than the Xbox 360.
The only scenario where the WiiU could be closer to the Xbox One than to the Xbox 360 is on deferred engines that heavily rely on the 32MB buffer and only in the case that this eDram pool has enough bandwidth to sustain all the graphical needs (although in this regard I'm pretty confident whith what Nintendo does) and even then the difference would still be big in favour of the Xbox One thanks to the much superior raw power.

All in all, I do thing that under some circumstances the WiiU can still surprise us, but the diminishing returns that will in part hide the huge difference in power between it and the other next gen machines, will also hide the difference between it and the Xbox 360 games. In the end and as always happen, will be the games the ones that will tell us how capable the system really is.
Nintendo may not have the biggest 3rd party support, but when it comes to technical feats it has more than respectable internal studios like Retro, and Shin'en multimedia being a 2nd party will also help us to see the power of this console untapped even if only in some low-budget games (but them being low budget won't make them less spectacular technically speaking).

The_Lump said:
What wsippel suggested and what you're suggesting above are both perfectly plausible hypotheses - and might well be correct - but there is no more evidence for them than what USC (and Fourth etc) have to arrive at the 176GFlop figure. In fact there is less. "Occum's Razor" and all that...
Well, Occum's Razor is in fact what makes me thing that there is something more than a vanilla 176Gflop R700 chip connected to the eDram. As I said on my previous message, a 2008 R700 chip had 352 stream processors on a die area of 146 mm^2, at 55nm.
Between the fact that the WiiU GPU has been hand-layered in order to increase the relatively available area, that 40 nm also provide a much higher transistor density than 55nm, that it working at a lower frequency (550Mhz vs 750Mhz on the 2008 R700) also may increases the transistor density even if not much, that 40nm on 2012 was a much more mature process than 55nm on 2008 (which means that even better density can be achieved comparatively)...
So in my case, it's precisely the Occum's Razor that makes me think that the GPU chip is beefier than a 176 GFlop vanilla R700 (160 shader processors) with eDram. Not only I can't imagine Nintendo wasting even a single mm^2 of area in something useless, but it's love towards customized hardware also pushes me into believing that or the GPU has more power than those 176 GFlops, or it has a really respectable set of hardware functions or a bit of both (352 shader processors with some hardware functions).

But 105 mm^2 for just a 160 shader vanilla R700? I don't think so.
 
it cannot be 352glfop. It has to be 176gflop or some weird number in between. But the data on the die doesn't support a weird numbers (ex 30 alu per block)so that leaves us with 176gflops.


The same team is handling the ps4 port.

About watch dogs:

http://www.videogamer.com/wiiu/watc..._wii_u_port_handled_by_ubisoft_bucharest.html

Ubisoft Bucharest is doing the Wii U version while Ubisoft Montreal and Ubisoft Reflections are collaborating on all the other versions.
 
To be fair to USC, the weight of evidence does still lean towards 176GFLOP. He's not plucking that out of the air. Sure, we're missing some pieces of the puzzle still which might increase that figure, but that's not proof.

What wsippel suggested and what you're suggesting above are both perfectly plausible hypotheses - and might well be correct - but there is no more evidence for them than what USC (and Fourth etc) have to arrive at the 176GFlop figure. In fact there is less. "Occum's Razor" and all that...

More evidence? Maybe in the past but not now. I have to disagree. Also, usc didn't "arrive" at any of it. He just jumped on the bandwagon when it came up as it suited his interests. The original idea came from Beyond3D and Fourth decided to throw his chips in with it after a while and give his on take on the possiblity.

Out of all of the major analyst and contributors in this thread, it was pretty much just Fourth that who was pushing for the 176. The rest all had many contradicting arguments. They didn't say he was outright wrong, but that it was unlikely as things stand.

The registry banks/cache beside them was found to be variable which was one of the 2 key points for Fourth's decision. After that was found to not be entirely accurate, he stated that he was going by what was common(something about multiples as well) and said that it could very well be other numbers at that point.

Most of the information we have "now" points to it not being 176Glops.


The argument for 176 was that
1. The TMU's had fixed function hardware alongside the ALU, effectively more than doubling Latte's performance. This with also coupled with as explanation for how backwards compatibility was achieved for the TEV.(first major crux of the argument)
2. That the registry banks/cache were synonymous across all AMD GPUs( the other major crux of the argument and was found to not be the case in the end)
3. That the shaders in Latte are more modern and more efficient than the ones in the 360/PS3 allowing higher performance at a lower shader count.

The arguments for other counts are that
1. The Wii U has shown higher levels of shading than the last gen consoles in many scenarios.
2. The TMU's on Latte are 90% larger than the 20 ALU components that AMD produces.
3. The hardware in Latte is more modern allowing for more efficient design and utilization. (a double edged sword)
4. The levels of efficiency needed to match, much less exceed the 360/PS3 shaders were not their at launch when the dev kits were at their worst and devs were not familiar with the hardware. It wold require them to be utilizing Latte to its fullest from day one for it to be true.
5. Its contradicts the statement about no wasted silicon on the die.
6. That fixed function on die was rules out(I think by either Marcan or B3D) killing what the other crux of the theory.
7. That we can't be certain that what we think is what on the die(aside from the EDRAM) is what it is what we think it is.

There were more for the against, but I can't remember them all off the top of my head. I'd have to go back to when that was the topic of discussion, and I don't have time at the moment. If you do a search, you should be able to find them.

The 176Gflops hypothesis is not the most plausible anymore by any means. Its still possible, but there is more against than for.
 
So what happened with the die-shots and drawing information from those by comparing similar chips and trying to draw conclusions that way rather than just go back and forth with speculation, guys? I thought that stuff was pretty interesting to read ):

Unfortunately I don't have anything to contribute on my own since I don't have much knowledge on the subject.
 
The die shot comparison thing bumped heads with Fourth's analysis and ceased to exist as it didn't really flow in line with his guesstimates. It was a shame really, because it seemed like we were making so much progress.

That's where the dual graphics engine theory came from, and the realization that it more than likely had HD6XXX tech in it. Its seemed like everything for the GPU was falling right into place with no ifs left at that point. There was hardly anything to question, but then Fourth came down on that like wolverine. So we dropped it.
 
It's 'current gen' in terms of performance because everything else blows it out of the water in that regard. It's not 'current gen' in terms of hardware features.

Resolution is the most demanding aspect of GPU performance. 1080p demands 2.25x the performance of 720p and 3.4x the performance of 600p. Xbox One games that run at 1080p should therefore theoretically be possible at 600p on Wii U on those occasions that CPU and memory size differentials aren't an issue and tessellation is kept in check. Just contrast these Crysis 3 comparison shots and tell me you see a huge difference between 'very high' and 'low'. There's little visible difference but I could easily picture Wii U playing it on 'low' at 720p with Xbox One getting 'high' at 1080p and PS4 getting 'very high' at 1080p.

It's relative and game based is what I'm saying. The performance differential between 'low' and 'very high' in that game is absolutely immense.

The scenario you are describing would need a Xbox One game that is designed to work with just 1GB of available ram. A developer willing to make a version with a bunch of effects turned off, less animations, less complex world and lesser A.I. On a PC game design is always held back by the minimum recommended spec, which these days is the Xbox 360/Ps3. With the introduction of the Xbox One and Ps4, specially when the 2nd gen games start arriving, they will become the baseline versions and the minimum recommended specs on PC will naturally get a bigger bump. This is because it's not simply about graphical options, but also about the game being designed with X ram and X processing power in mind.

So obviously the only way it could've been assured that multi plat games would be designed with the Wii U's constraints in mind, would've been if Nintendo had pulled off a PS2 and the install base was so significant that developers would have to keep it in mind. But since that hasn't happened, devs will make games with the Xbox One as the minimum target, and therefore games wouldn't be able to play on the Wii U with a bunch of graphical options turned off and lower resolution. They would have to in fact be redesigned.
 
He asked for info on "starbuck" (not sure why he's curious about security)

Who else would know more about it than Marcan who typically deals with that?

iqQAY6xPCC1xw.JPG


He said it was vulnerable and the starbuck is not the official security chip name on the Wii U. If he was already cracked it as he claims we would already see unoffcial code running on Wii U mode. Until now we don't so his claims are only yet to be proved.

But again this is offtopic. What has the security chip has anything to do with the GPU.
 
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