You mean 4GB?
Saw this cross quoted in another thread. Funny im having this same design debate in another thread.
I agree sony got very lucky with gddr5 and ms got unlucky with ddr4.
Nope. Originally 2.
Where was I cross quoted? Lol
You mean 4GB?
Saw this cross quoted in another thread. Funny im having this same design debate in another thread.
I agree sony got very lucky with gddr5 and ms got unlucky with ddr4.
You mean 4GB?
Saw this cross quoted in another thread. Funny im having this same design debate in another thread.
I agree sony got very lucky with gddr5 and ms got unlucky with ddr4.
the rumours all pointed to 2gb a year or two ago
You mean 4GB?
Saw this cross quoted in another thread. Funny im having this same design debate in another thread.
I agree sony got very lucky with gddr5 and ms got unlucky with ddr4.
It was pretty lucky that 4Gbit Gddr5 was available just in time to roll into ps4, IMO. These console are design many years ago. Like xbone was design with ddr4 but it fell behind.Designing in the flexibility to change what should be flexible product specs anyway with changes in supply conditions is not "luck" at all. Sony obviously knew what products might be available from their supply contractors, and had the flexibility in their design to go all the way up to 8GB if supply was available/affordable and it was determined necessary.
Did that supply chain open up in the 11th hour? By all indications, it did.
Was it "lucky?" No... No more than say Apple rolling out the retina display with the iPhone 4 was "lucky."
It was pretty lucky that 4Gbit Gddr5 was available just in time to roll into ps4, IMO. These console are design many years ago. Like xbone was design with ddr4 but it fell behind.
You can call it whatever you want....
Hynix, Sammy, and even Micron (then relative newcomer Elpida) were talking about a production schedule for 4Gbit GDDR5 way back in late 2010. Don't know about Winbond since they had barely started then. Wouldn't call it THAT lucky.
Hynix, Sammy, and even Micron (then relative newcomer Elpida) were talking about a production schedule for 4Gbit GDDR5 way back in late 2010. Don't know about Winbond since they had barely started then. Wouldn't call it THAT lucky.
True. Wasnt luck though. A lot of help has been given to a lot of partners.
Not chiming in for anything, but I think it wasn't that brilliant to do on Sony's account; and I don't mean from a technical standpoint; the judge is out on that one and I believe they did the improvements they thought they needed to negate possible downfalls of the choice.
Over the weekend, reports that Semiconductor manufacturer Renesas Electronics is in dire straights hit the web. According to these reports, the company will need to close four semiconductor plants in Japan over the next few years. One of these plants that is closing is responsible for manufacturing the Wii U embedded DRAM.
According to reports, Nintendo was responsible for more than half the load at that particular factory at peak times, but slow sales of the Wii U has forced the plant to run at a loss. Some have speculated that this shift in the production line of the Wii U could have repercussions on availability of the console in the future, but Nintendo has announced that a new factory will pick up where Renesas Electronics left off.
what do you think the wii u's edram basically is?
Exactly, why invest so much in eDRAM when they could have gone with 2 gigs of GDDR5 and be done with it?
I wonder, AFAIK that closure was predicted to happen for quite a while.Well MS and Nintendo, in particular Nintendo, also put themselves in a precarious situation with their eDRAM/SRAM solution. Dont forget:
That's because it really isn't.Just been doing a bit of reading about the wii and didn't realise that the Hollywood is a gpgpu.
http://forum.wiibrew.org/read.php?15,50783,50791
http://www.1up.com/do/my1Up?publicUserId=6079479
This depends on the engine, but to answer the question you have to go back to how 3d art/animation is created.
1) 3d models are created in a program like 3dstudio/maya/the like, you get a 3d mesh.
2) then for things that are complex (like NPCs), have bones created, which essentially give you the ability to move/animate less control points, they've virtual, the player never sees them, it beats having to animate every vertext on a complicated 3d mesh directly.
3) So you have a smaller number of control points that you can "animate". You can decide to do forward or inverse kinematics on them. Forward is the most basic, which means you rotate at the joints to make your animation. Reverse is more complicated, but you connect mulitple joints in a virtual group, and you can move the end point (say the hand), and the rest of the joints below will move to allow for that joint to be placed where it needs to be (the elbow and wrist will bend automatically), good for walking, as you can get feet to not slide around. This is the key though to your question. These "angles" or "positions" in forward or reverse kinematics are "key framed". So the animator will pick key points in time where the animation is right. For an arm moving, you would have a key frame at the beginning of an animation, and then at the end. The engine/animation player will calculate the inbetween moves. To add more "flare" you can add as many key frames inbetween as you want that deviates from automatic "tween".
What Thunder_monkey is suggesting is that Nintendo opted to not use tweening, and hand animated, every frame @ 30fps, thus, and the engine can't handle tweening to 60fps. I guess another option is the source files are "exported" to the engine which could strip out any tweening, and key frame every frame, but this would only be a problem if Nintendo didn't have any of the source animation files.
Tweening can be rudimentary, averaging and whatnot, but it can also be complicated where you can have ease in/ease out and even curves to better control the motion.
My opinion is that animation isn't a factor in why it's 30fps... But I'm just looking from the outside, just doesn't make sense to me. But feel free to prove me wrong.
That's because it really isn't.
You should disregard those fanfic things you just read.
Hell, I only read the first line and they speak about Darkside Chronicles having HDR and AA; I don't know if the HDR going on in there can be considered real, but the thing has zero AA going for it.
That's why there are "key frames", seriously, that's the whole reason for them. In your example, for specifically motion and squash animations:![]()
There are three different animations in this gif - one for the position of the ball, a second for its shape, and a third for its color. While it's possible to find and fit appropriate curves to each of these animations, it may require additional knowledge of "cartoon physics" to get the best result when combining them together, meaning a human may still have to examine and make adjustments to many procedurally created frames.
Haven't been active for a couple of days.How are you sure that they are key framing every frame (I assume you meant every frame, since all animations have "key frames"? And how do you know that's why they limited it to 30fps? I'm asking because if you're getting frame drops at 30fps, it's highly unlikely that it could be pushed to 60fps without massive frame drops.
I'm not following here. 'Keyframes at every frame' is an oxymoron. Keyframes make sense only in animations which also have interpolated frames. If there were no interpolated frames, then keyframes would lose their meaning.How are you sure that they are key framing every frame (I assume you meant every frame, since all animations have "key frames"? And how do you know that's why they limited it to 30fps? I'm asking because if you're getting frame drops at 30fps, it's highly unlikely that it could be pushed to 60fps without massive frame drops.
That's why there are "key frames", seriously, that's the whole reason for them. In your example, for specifically motion and squash animations:
1) motion, key frame at top left, key frame at bottom, key frame at top right, done. Ideally, it would have ramping and tangents to give a proper angle. With those 3 key frames, every frame between can be extrapolated, you didn't have to "key frame" every frame.
2) similar,unsquashed would be a key frame at first frame, unsquashed just before impact, squash at most deep impact, unsquashed again after impact, and unsquashed again at end of animation.
These will run at any FPS. Especially things that need smooth motion, you don't want to be manually key framing every frame since it's easier for the engine/player to do it smoothly than for an animator, and makes for easier fine tuning of animations (and reuse).
It's still rampant speculation by people that couldn't accept the Wii was what it was. And that last link goes as far as before the console launched and to the x1600 speculation; which was bull.Sorry, just can't believe someone would go to so much trouble to make this all up. Found another link:-
http://tapionvslink.weebly.com/uplo...lywood_is_a_gpgpuaccording_to_dan_emerson.pdf
Sorry, just can't believe someone would go to so much trouble to make this all up. Found another link:-
http://tapionvslink.weebly.com/uplo...lywood_is_a_gpgpuaccording_to_dan_emerson.pdf
Yeah, those were the days. I fondly remember when the Wii had a dual-core G5 and a dedicated physics processor. Because Elebits. Or something.
Especially seeing as even the 360 and PS3 had cores that were cut down from the G5 core. Or that the G5 targeted huge TDPs while the Wii drew 18W. Those were the days.
This was repeated with the Power7 in Wii U thing, come to think of it.
That's not right. I can understand why someone would say that, as it's an easy way to get the point across (they're simplified PPC cores, and G5 were contemporary PPC used in high spec computers at high speeds; Sony touting PS3 as a supercomputer, no less); but they had very little in common, or for a basis.Especially seeing as even the 360 and PS3 had cores that were cut down from the G5 core. Or that the G5 targeted huge TDPs while the Wii drew 18W. Those were the days.
Source: http://www.blachford.info/computer/Cell/Cell4_v2.htmlIBM, like any large technology company does research. In 1997, long before GHz or 64 bit CPUs arrived on the desktop IBM developed an experimental 64 bit PowerPC which ran at 1GHz. Its snappy title was guTS (GigaHertz unit Test Site) [guTS] .
The guTS and a later successor were designed to test circuit design techniques for high frequency, not low power. However since it was only for research the architecture of the CPU was very simple, unlike other modern processors it is in-order and can only issue a single instruction at a time. The first version only implemented part of the PowerPC instruction set, a later version in 2000 implemented it all.
(...)
When a low power, high clocked general purpose core was required for the Cell, this simple experimental CPU designed without power constraints in mind turned out to be perfect. The architecture has since been considerably modified, the now dual issue, dual-threaded PPE is a descendant of the guTS.
The Xbox 360’s "Xenon" processor cores also appear to be derived from the guTS processor although they are not quite the same as the PPE. In the Cell the PPE uses the PowerPC instruction set and acts as a controller for the more specialised SPEs. The Xenon cores uses a modified version of the PowerPC instruction set with additional instructions and a beefed up 128 register VMX unit.
Ironically so, saying PS3 and X360 borrowed heavily from PPC970 is like saying Wii U is heavily related to Power7.This was repeated with the Power7 in Wii U thing, come to think of it.
Wow, a coincidence that someone has brought up Elebits (does anyone know why it was called Eledees over here in Europe, I've always wondered..?). I brought the game up and linked to this video when someone on a forum mentioned that nobody can expect decent physics from what he incorrectly assumed was 3 x Broadways duct-taped together lol.
I also linked to the video done by the same guy with over 400 objects in an open area outside too (which personally I think is more impressive despite the considerably lower framerate).
I wonder whether next gen engines will be using the CPUs for physics or use GPGPU functionality..? I would guess the latter.
That's not right. I can understand why someone would say that, as it's an easy way to get the point across (they're simplified PPC cores, and G5 were contemporary PPC used in high spec computers at high speeds; Sony touting PS3 as a supercomputer, no less); but they had very little in common, or for a basis.
...
This question might be beating a dead horse but..
Is 320sp really the maximum for Latte?
If those backgrounds are actually being shaded in real time, am I the only one who's impressed?
I'd really love both of those tech demos as a free download from the eShop. I'm surprised Nintendo didn't have them both preinstalled on every Wii U since launch tbh. I'd love to see them both up close and personal because I haven't been able to go to any conferences.
Do they still have them these days..?
I'd really love both of those tech demos as a free download from the eShop. I'm surprised Nintendo didn't have them both preinstalled on every Wii U since launch tbh. I'd love to see them both up close and personal because I haven't been able to go to any conferences.
Do they still have them these days..?
I meant "If the self-shadowing in the background is real-time" instead of the shadows being baked on. I know that the demo WAS actually running on early Wii U hardware.Hmm? I was always under the impression that we knew it was all in real time?
I meant "If the self-shadowing in the background is real-time" instead of the shadows being baked on. I know that the demo WAS actually running on early Wii U hardware.
Just finished wonderful 101. Lots of slowdown encountered. Hitting the limit of the wii u?
Just finished wonderful 101. Lots of slowdown encountered. Hitting the limit of the wii u?
Just finished wonderful 101. Lots of slowdown encountered. Hitting the limit of the wii u?
Just finished wonderful 101. Lots of slowdown encountered. Hitting the limit of the wii u?
Just finished wonderful 101. Lots of slowdown encountered. Hitting the limit of the wii u?
From my playtime it hits 60fps sometimes but hovers around 45fps most of the time with dips to 30. In other words it's a Platinum game.Is W101 a 60fps title?
Because falling under 60fps is generally more noticeable than
falling under 30fps.