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

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Ah, I suppose that makes sense.
It basically works like this: PSRAM refreshes on every cycle and has two buffers, one for reads and one for writes. On a read request, the requested bank will be read (while all other banks are refreshed as usual) and also copied to a buffer. If subsequent reads request data from the same bank, they read from the buffer while the corresponding original bank can be refreshed. Writes work similarly. That way, you get the same latencies as with SRAM - in fact, PSRAM is a drop-in replacement for SRAM.
 
Welcome to my world.

Not the last I saw. Every single bit of evidence we have suggest that the Wii U GPU is custom made and could be derived from any(mulitple) GPUs that was released up until 2012 with Brazos providing the most component matches.
'Derived from' doesn't rule out customisations. The likelihood that the core tech of things such as the shader cores would be developed from scratch or even radically customised however, is low. Evidence points to a baseline of R700: those chips or something like them were in dev kits, the name popped up repeatedly in rumours and documentation and even now post launch there is talk of DirectX10.1 equivalency. I know you'll respond by bringing up the instances in which DirectX11 was mentioned, but the point is that an R700 derived chip in a closed box environment could easily use an API that exposes parts of the hardware (e.g. tessellation and compute shaders) that were DirectX11 exclusive on PC. If it were derived from a fully DirectX11 compliant chip to begin with, why would 10.1 be mentioned at all? As for Brazos providing the most component matches, I'll quote Fourth Storm:
What do you think most of the analysis from bgassassin, blu, Thraktor, z0m, myself, etc was grounded on if not comparative analysis with other dies? The Brazos die is how I have reached many of the conclusions I hold on Latte. You are drawing the wrong conclusion from the similarities, however. The things which Latte and Brazos have are commonalities shared with all modern GPUs. There's nothing we've identified on Brazos and Latte that would be lacking, for example, in the R700 series. Where Brazos has helped us is that the die photo is much sharper than the die photo going around of R700.
 
It would appear to me based off the die images atleast that its 99% the same as R700 part the rest could probably easily be attributed to wanting to get that 100 H/W BC for the Wii / GC games out.

Now could I see your evidence please?.

99%? christ why werent you helping understand all the die parts if you can tell 99%!
 
It would appear to me based off the die images atleast that its 99% the same as R700 part the rest could probably easily be attributed to wanting to get that 100 H/W BC for the Wii / GC games out.

Now could I see your evidence please?.

Oh my goodness. Now my head hurts.

The entire reason they know is custom built is because nothing about it looks likes any R700. We don't even know what 50%< of the chip is. That was one of the earliest finding in this thread.

I'm done. This is like trying to argue with Jordan. I feel like I'm talking to the air. 99%? Made up information out of of nowhere.

Can someone else take this over? I'm not wasting any more of my time.
 
Oh my goodness. Now my head hurts.

The entire reason they know is custom built is because nothing about it looks likes any R700. We don't even know what 50%< of the chip is. That was one of the earliest finding in this thread.

I'm done. This is like trying to argue with Jordan. I feel like I'm talking to the air. 99%? Made up information out of of nowhere.

Show me where it looks nothing like R700, I would love to know.
 
I think what's happened here, is Nintendo purchased and owns the chip. So its based off r700 variants. Any chip is customizable, but there are limitations. In a agreement with AMD, certain components were added. The tessellator can be modified to match what's in a 7000's series GPU. The difference would be in the level of tessellation. You may be limited to 16x, instead of 32x or more. The r700 series didn't have compute units but, Latte have them. They didn't ship with 32MB of eDRAM that can be accessed by both the CPU/GPU. Its request that Nintendo made, similar to the request Sony made like ACE and HUMA. Ideas can come from Nintendo, its up to AMD to see if they can be implemented in hardware.
 
how about you identify all the blocks for that 99%.... also be handy if you put up the reference die shots as well.

99% is commonly used a term when we know a lot about something, he seems to have at least annotated around a physical 99% though. Shocking that we only know about 50% of the GPU yet the eDRAM and SRAM nearly takes up that much space.
 
99% is commonly used a term when we know a lot about something, he seems to have at least annotated around a physical 99% though. Shocking that we only know about 50% of the GPU yet the eDRAM and SRAM nearly takes up that much space.

im just being dick-ish like you were to other people (you brought up GCN3 and assumed people assumed it was super powered, and then you assumed it was awful [only after that did people make claims of it being powerful]). Also yeah 99% is a common exaggeration, which isnt really fitting in a technical thread.
 
im just being dick-ish like you were to other people (you brought up GCN3 and assumed people assumed it was super powered, and then you assumed it was awful [only after that did people make claims of it being powerful]). Also yeah 99% is a common exaggeration, which isnt really fitting in a technical thread.

Neither is claiming things that are outrageous (100% custom GPU, etc) yet here we are. (not talking about you specifically).
 
AMD's Tessellation performance pre GCN was horrible so I wouldn't put much faith in the Wii U's being used for much if at all.
This has been discussed to hell and back before.

Tesselation performance before GCN wasn't horrible; the thing is, it went through various generations/revisions; R5xx and Xenos had the first hardware tesselation unit (well, we could talk truform on R2xx but I'll pass), and yes, it sucked, it didn't support vertex compression so you had to decompress whatever you were pulling (providing it was compressed) and end up with bloated geometry due to the added detail; that... with limited RAM effectively defeated the purpose.

No warranty that would be the case had the console had double the RAM or so. Anywho, tradeoffs were inappropriate.

I'll skip ahead, but if I remember correctly GCN/HD7xxx is considered Gen 3+; HD6xxx were generation 3 and they were still VLIW4/5 (depending on the chip); it's was an DirectX 11/OpenGL 4.1 implementation at that point and thus it had to comply to all the demanded standards; no, they didn't suck.

As for Wii U, we know it fished above R700 on stuff like the Eyefinity implementation, they could have updated the Tesselator or not, anywho, worse case scenario it's a Gen 2 part, at best it's Gen 2+ or even Gen 3; either way it's infinitely more useful than what Xenos had.
Shin'ens next game uses tesselation. They already announced that on Twitter. Nintendo dosen't implent stuff into their chips if they aren't useable. If it has tesselation, it will be used in games.
Haha, yes they do; and this part is derivative from a "mass" product not originally meant for Nintendo, they surely didn't go out of their way to nuke everything they thought they wouldn't use. Gamecube could output stereoscopic 3D, for instance; SNES could pull 512x512, and only one game used (not a nintendo published one, looked horrible), I could go on.

And in the end, even if they document it, it depends on the developers whether a feature is attractive or not.
 
AMD's Tessellation performance pre GCN was horrible so I wouldn't put much faith in the Wii U's being used for much if at all.

Shin'ens next game uses tesselation. They already announced that on Twitter. Nintendo dosen't implent stuff into their chips if they aren't useable. If it has tesselation, it will be used in games.

Of course it usable it doesn't mean the performance in comparison to GCN is any good.

It wasn't 'terrible' but it underperformed next to nvidia's tessellator due to only having a single geometry engine. GCN added a second one in addition to whatever tweaks were made.

It's not the issue that it is on PC, in any case. It's much easier to tailor the amount of subdivisions to three known quantities (the three consoles) than it is for countless different PC configurations running at different clockspeeds and resolutions.
 
AMD's Tessellation performance pre GCN was horrible so I wouldn't put much faith in the Wii U's being used for much if at all.
According to old reports, R700 was the first and only GPU with AMD's second generation tessellator. There's very little information about it, but it was supposedly a massive upgrade over their previous tech - it just became obsolete so quickly that it was never used outside of AMD tech demos and was never properly documented. Could be the most amazing shit of all time for all we know, but it simply wasn't DX11 compliant.
 
According to old reports, R700 was the first and only GPU with AMD's second generation tessellator. There's very little information about it, but it was supposedly a massive upgrade over their previous tech - it just became obsolete so quickly that it was never used outside of AMD tech demos and was never properly documented. Could be the most amazing shit of all time for all we know, but it simply wasn't DX11 compliant.

So it could actually be better than their more recent tesselators?
 
This makes no sense your better of putting the new space towards more programmable shaders, not ancient ff tech.

It wouldn't be ancient fixed function tech if it's an EVOLUTION of the TEV Unit. The TEV Unit gave the Wii a nonstandard rendering pipeline making ports a major pain in the arse...but it was in theory a great idea. I'm saying that we know that Nintendo were working closely with engine creators such as Crytek before the console launched.

The advantage of doing this as opposed to adding more shaders would be that things such as HDR would be 'free' and help bridge the gap between Latte and the PS4/One GPU's floppage, and the disadvantage would be that the lack of shaders would mean that new techniques for lighting in the future wouldn't be possible with Latte, it would be stuck with HDR.

Sounds like a decent trade-off to me.
 
It wouldn't be ancient fixed function tech if it's an EVOLUTION of the TEV Unit. The TEV Unit gave the Wii a nonstandard rendering pipeline making ports a major pain in the arse...but it was in theory a great idea. I'm saying that we know that Nintendo were working closely with engine creators such as Crytek before the console launched.

The advantage of doing this as opposed to adding more shaders would be that things such as HDR would be 'free' and help bridge the gap between Latte and the PS4/One GPU's floppage, and the disadvantage would be that the lack of shaders would mean that new techniques for lighting in the future wouldn't be possible with Latte, it would be stuck with HDR.

Sounds like a decent trade-off to me.

They are only free if you use them otherwise they just cost you extra compute power you could of have and it seems like a lot of people like to do HDR differently theres no 1 way to really nail it down.
 
It wouldn't be ancient fixed function tech if it's an EVOLUTION of the TEV Unit. The TEV Unit gave the Wii a nonstandard rendering pipeline making ports a major pain in the arse...but it was in theory a great idea. I'm saying that we know that Nintendo were working closely with engine creators such as Crytek before the console launched.

The advantage of doing this as opposed to adding more shaders would be that things such as HDR would be 'free' and help bridge the gap between Latte and the PS4/One GPU's floppage, and the disadvantage would be that the lack of shaders would mean that new techniques for lighting in the future wouldn't be possible with Latte, it would be stuck with HDR.

Sounds like a decent trade-off to me.

You wouldn't be stuck with HDR, just if you used anything else it would eat into the floppage
 
Regarding Shin'en, they're a former demo scene group. Bear in mind that a lot of Nano Assault's assets are procedurally generated and that the game itself will only be ~100mb in size. Procedurally generated content leverages memory much differently to handcrafted content like we expect from games that try to simulate cities with billboards and such.

It can still look beautiful (here's a demo made of 64 kilobytes) but it uses a very different paradigm in terms of leveraging hardware. Texture thrashing over the system bus can be eliminated, for example.
 
You wouldn't be stuck with HDR, just if you used anything else it would eat into the floppage

Yup, that's what I meant. Sorry, I wasn't too clear about that. Developers would be stuck with HDR because using the limited floppage for anything else would be impractical.
 
So it could actually be better than their more recent tesselators?

AMD made a tech demo for the R700-series and it's certainly good enough to be usable.

It's nowhere near later architectures though. nVidia's 400-series blew AMD's GPUs out of the water in tessellation at the time and GCN is now roughly on par with nVidia's newer GPUs. It still exists in Wii U and it will be used to improve the image.
 
Nice, another wild krizzx appears in this thread. This time on the other side.

Krizzx doesn't make baseless assumptions that have no ground in reality like you are. Anything I state, I can point to a source for. Whether or not I will, however, depends on who's asking and why as I hate wasting my time to dig up information only to have the person ignore it and/or move the target.

Oh I merely asking for the evidence of there claims (:
Your the only one that made a claim and provided no evidence for it. This thread itself hosts proof of my claim.

According to old reports, R700 was the first and only GPU with AMD's second generation tessellator. There's very little information about it, but it was supposedly a massive upgrade over their previous tech - it just became obsolete so quickly that it was never used outside of AMD tech demos and was never properly documented. Could be the most amazing shit of all time for all we know, but it simply wasn't DX11 compliant.


And thanks to those demos, we know what that tessellator can do http://www.youtube.com/watch?v=p7PlQ-q17tM

Its still likely that the Wii U has a higher level tessellator though.
 
Isn't tessellation shader based now or is it directly tied to graphic engines?

Tessellation creates real geometry. Its completely different from shading, so that is unlikely. You still have to use displacement maps to take advantage of it but that is about it.

It wouldn't be ancient fixed function tech if it's an EVOLUTION of the TEV Unit. The TEV Unit gave the Wii a nonstandard rendering pipeline making ports a major pain in the arse...but it was in theory a great idea. I'm saying that we know that Nintendo were working closely with engine creators such as Crytek before the console launched.

The advantage of doing this as opposed to adding more shaders would be that things such as HDR would be 'free' and help bridge the gap between Latte and the PS4/One GPU's floppage, and the disadvantage would be that the lack of shaders would mean that new techniques for lighting in the future wouldn't be possible with Latte, it would be stuck with HDR.

Sounds like a decent trade-off to me.

You know, I actually proposed the same thing long long ago in this thread. It pretty much got struck down. The TEV was a beast though. It would e nice if it was on the GPU.

I always find it strange how people try to write off improved hardware that didn't exists until a few years previous as ancient, because its "based" on older tech.

For me, the fact that Espresso and Latte didn't exist until 2012 means they are 2012 tech. The hardware in the Wii U was impossible to produce back in 7th gen making the endless "Wii U is a 7th gen console" claim asinine.
 
AMD made a tech demo for the R700-series and it's certainly good enough to be usable.

It's nowhere near later architectures though. nVidia's 400-series blew AMD's GPUs out of the water in tessellation at the time and GCN is now roughly on par with nVidia's newer GPUs. It still exists in Wii U and it will be used to improve the image.
So this was the r700 tessellation video mentioned before. Thanks for posting that. I would expect the Wii U to just as capable with tessellation at the minimum. I believe that it has been upgraded, though, but I'm unsure if anyone would truly know. Not much is known about AMD's Gen-2 Tessellation.
 
Regarding Shin'en, they're a former demo scene group. Bear in mind that a lot of Nano Assault's assets are procedurally generated and that the game itself will only be ~100mb in size. Procedurally generated content leverages memory much differently to handcrafted content like we expect from games that try to simulate cities with billboards and such.

It can still look beautiful (here's a demo made of 64 kilobytes) but it uses a very different paradigm in terms of leveraging hardware. Texture thrashing over the system bus can be eliminated, for example.
I see your 64kB demo and raise you a 1kB demo: http://www.youtube.com/watch?v=dgDlqC19kss
 
So this was the r700 tessellation video mentioned before. Thanks for posting that. I would expect the Wii U to just as capable with tessellation at the minimum. I believe that it has been upgraded, though, but I'm unsure if anyone would truly know. Not much is known about AMD's Gen-2 Tessellation.

I have posted the Froblins videos so many times through this thread every time tessellation has come up and you are just now seeing it. This is why I stopped bothering to link stuff.

I see your 64kB demo and raise you a 1kB demo: http://www.youtube.com/watch?v=dgDlqC19kss

And This is why I scoff at statements that try to make issues out of meager RAM capacity differences over 1GB. No game "needs" more than 2GB of RAM to to make a high quality game. Having more than that just allows for more laziness in development.

Can someone explain that comment Shin'en made about the GPGPU features alleviating memory access?
 
I'm going as far back as TruForm, before r600 and Xenos. R800 and up all used GDDR5, I know that. Actually bus width changed with the 7000 series.
The computer I'm typing this on hosts a DDR3-equipped R800.
 
This is why I scoff at statement that try to make issues out of meager RAM capacity differences. No game "needs" more than 2GB of RAM to to make a high quality game. Having more than that just allows for more laziness in development.
No game "needs" more than DVD for storage, or 480i for display, or Mono for sound -- you can make that argument about anything. But having the capability is important for pushing boundaries. And as most games can't procedurally generate their assets, they can't make their memory usage as low as what you see in that demo.

More memory means fewer sacrifices need to be made to get the game to run well. And that's certainly not laziness.
 
No game "needs" more than DVD for storage, or 480i for display, or Mono for sound -- you can make that argument about anything. But having the capability is important for pushing boundaries. And as most games can't procedurally generate their assets, they can't make their memory usage as low as what you see in that demo.

More memory means fewer sacrifices need to be made to get the game to run well. And that's certainly not laziness.

That is an an extreme exaggeration of my point and far cry from what I was trying to say.
 
And This is why I scoff at statements that try to make issues out of meager RAM capacity differences over 1GB. No game "needs" more than 2GB of RAM to to make a high quality game. Having more than that just allows for more laziness in development.

Wait, are you seriously advocating weaker hardware because "lazy devs" the less time they have to spend on optimizing code and the more they can spend on content, or just having shorter and cheaper development cycles the better for everyone.
 
Wait, are you seriously advocating weaker hardware because "lazy devs" the less time they have to spend on optimizing code and the more they can spend on content, or just having shorter and cheaper development cycles the better for everyone.

Weaker?

What I said had nothing to do with strength. I guess now people think capacity = power. Then again, everything is always about supposed "strength" with modern gamers.
 
And This is why I scoff at statements that try to make issues out of meager RAM capacity differences over 1GB. No game "needs" more than 2GB of RAM to to make a high quality game. Having more than that just allows for more laziness in development.

I don't know how you come to this conclusion because of graphic demos. Those demos do mostly not use any existing, high quality assets, they are just code and generate their "assets" in real-time to achieve their extremely small size. This is absolutely not viable for serious game development.
 
Gemüsepizza;82999713 said:
I don't know how you come to this conclusion because of graphic demos. Those demos do mostly not use any existing, high quality assets, they are just code and generate their "assets" in real-time to achieve their extremely small size. This is absolutely not viable for serious game development.

I don't know how you came to the conclusion that it was simply, because of graphics demos. My opinions on RAM precedes those demos.

Though, why are all of you raging about this? Its just my opinion. If you don't like it, you don't have to believe it. Goodness
 
And This is why I scoff at statements that try to make issues out of meager RAM capacity differences. No game "needs" more than 2GB of RAM to to make a high quality game. Having more than that just allows for more laziness in development.

Can someone explain that comment Shin'en made about the GPGPU features alleviating memory access?
I agree but we want to keep it within reason. I mentioned this above but procedural generation has very different needs of memory to that of hand created content. Procedural textures can be generated at runtime (which I assume Shin'en do using GPGPU) but that is very different to having 500mb of texture data in the form of, say, billboards or paintings in a scene. Procedural textures can be great for organic lifeforms or tarmac (because their textures are random in real life) but they can't be used to make a Calvin Klein billboard in a game like GTA.

Both of those 64k and 1k demos are generated procedurally which is the reason they can be so small. Games like GTA5 contain 12-15 gigabytes of data because cities aren't randomly generated. That said, the 1gb of usable RAM in Wii U would be able to make a vastly more spectacular GTA5 than the one we got.

Impressive, optimization on memory use.

It's not quite optimization of memory use but rather of file size. That procedurally generated content could be using a full 2gb of RAM once generated; it just means that the actual instructions to generate them use less.
 
Weaker?

What I said had nothing to do with strength. I guess now people think capacity = power. Then again, everything is always about supposed "strength" with modern gamers.

the idea that cache has nothing to do with system performance (especally with unoptimized code) is silly, keeping a powerful system limited to 2GB of ram is just making a needless bottle neck.
 
I agree but we want to keep it within reason. I mentioned this above but procedural generation has very different needs of memory to that of hand created content. Procedural textures can be generated at runtime (which I assume Shin'en do using GPGPU) but that is very different to having 500mb of texture data in the form of, say, billboards or paintings in a scene. Procedural textures can be great for organic lifeforms or tarmac (because their textures are random in real life) but they can't be used to make a Calvin Klein billboard in a game like GTA.

Both of those 64k and 1k demos are generated procedurally which is the reason they can be so small. Games like GTA5 contain 12-15 gigabytes of data because cities aren't randomly generated. That said, the 1gb of usable RAM in Wii U would be able to make a vastly more spectacular GTA5 than the one we got.


It's not quite optimization of memory use but rather of file size. That procedurally generated content could be using a full 2gb of RAM once generated; it just means that the actual instructions to generate them use less.


That is true, though technically, if the game does not continuously store the procedurally generated data, then you could run an entire game like that in less than 200 MB of memory. You would just have to clear the cache as you proceed which is entirely up to the programmer(hence my statement about lazy devs).

Generally, the only way you will "need" more than a 1GB is if all of the textures in the game are the highest resolution possible, and the code isn't clean(ie. it doesn't overwrite data for things that aren't on screen anymore.)

A dev would have to make an intentional effort to make a game require more than 2GB of RAM.

Maybe when we reach the point where we can game in 4k, Then I could see us realistically needing more than 2GB.
 
I see your 64kB demo and raise you a 1kB demo: http://www.youtube.com/watch?v=dgDlqC19kss

Also, this is also why I hate higher level programming languages(especially Java). Assembly has always been my favorite means of programming.

It is the only way to truly get the most out of hardware.

I wonder if Shin'en program some of their game components in assembly.

When you look at the making of Jett rocket on the Wii
character.jpg

&#8216;Jett Rocket&#8217; Character setup
Number of Triangles: 2508
Number of Vertices:1362
Number of Bones: 32
Number of Textures: 10
All Textures size: 290kb / 80kb (compressed)
Mesh Size: 50kb (compressed)
Animation: 244kb (compressed)

They get such a high quality model with such little data put into use. Also, on another note, the Wii hardware had some really nice occlusion capability.
 
Froblins runs at 22fps on a HD 4890 by the way. Not really sure how that's helping Wii U especially since R700 is still outdated and that's a much more powerful card (almost Xbox One level?).

Also, that's a tech demo. Everyone knows games play differently. There was never a game made with it that I know of.

They get such a high quality model with such little data put into use. Also, on another note, the Wii hardware had some really nice occlusion capability.
That's a texture. It even says so.
 
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