Grampa Simpson
Banned
Madden and COD will be on ps360 for many many years to come
I'm expecting them to open it up in 2014 or 2015.
Madden and COD will be on ps360 for many many years to come
But is it?
In terms of your perception, given its age, tech etc... relative to your perceived value it probably is
Yet the market is still purchasing it in large numbers. It is not overpriced, technically speaking, if its market value isn't responding the same way ( that it is )
Compared with how much it probably costs them to make the system, I agree they are making some profit, but my point is your logic regarding its price and what it should be priced is not one and the same
That's exactly what I meant - full load while stalling the pipeline is not much a full load in my book.
I don't think I said what you think I said. Let me try again: some games will not use those CPUs at full load, and of those that do, some of the things those CPUs will be busy with will be done off-CPU on the WiiU. Like on the sound DSP, for instance.
The realistic possibilities that somebody will be inefficient on the Durango/Orbis? Why, yes, I'm willing to accept that chance.
Aren't you shifting the subject a tad? For what it's worth, the things PS2 could do were used in actual shipped products. Does that mean the PS3 could've never achieved something to a similar effect as in those shipped products. No. But it you tried to really exploit those unique PS2 features, and ship a product that heavy relied on those, then tried to port that to the PS3 you would've choked the pipeline. Case in point: the GS could use its current render target as a source for tex fetches. The RSX cannot pull such a stunt at all. G80 introduced something similar, but not as flexible, with the shader-based ROPs, but that's a product a generation later.
Why? Are you expecting similar edram pools on the other two? Otherwise how do you expect a 'more powerful' machine could compensate for a low-latency path it simply might not have? By 'more power'?
I think it's safe to assume that Wii U's developers will likely get 512MB of ram freed up from that second pool, perhaps even more.
This whole idea of an extra Gig of RAM sitting somewhere in the machine is based on what again?
And while we're at it: what DSP?
This whole idea of an extra Gig of RAM sitting somewhere in the machine is based on what again?
And while we're at it: what DSP?
Yeah, it's not safe to assume that at all. This is just wishful thinking on your part.
Its based on something Iwata said (during a ND in Japan) where he confirmed the system has 2GB of RAM in total
DSP....http://www.cs.berkeley.edu/~pattrsn/252S98/Lec08-dsp.pdf
edit: I Should add, the Wii U has a DSP dedicated to audio processing
Which is why I did not make a definitive statement, but been giving hypotheticals of why it could be. I thought it was perfectly clear, and that that was your original question. I you asked me if I knew the specs in such detail as to make hard predictions as 'this orbis/durango code will run on wiiU just fine', I'd have declined.Still you are commenting on hardware that we don't know about yet.
Again, I don't. I was giving a hypothetical example of a durango/orbis title that uses a sw sound pipeline. Perhaps none will. We'll see.So you already know that Sony and MS won't use any DSP for sound or any additional chips to help the load of their CPU?
Vis a vis your assumption that every Durango/Orbis game will run at such a high efficiency that it will be absolutely beyond WiiU's grasp. I'm not sure whose point is more flawed.Again, your point is flawed to begin with because we don't know what the hardware will be.
Where did I state that 'wiiU will replicate much'? And yes, there can be things that the other two next-gens may not be able to do, if they're not properly equipped. What's so hard to grasp there?That's not what I meant and you know it. You're not only convinced that the Wii-U will be able to replicate much of what's possible on Durango/Orbis, but also convinced that there are things the Wii-U will do that the other two cannot.
Erm, I thought I was giving you a basic example. Apparently not.No I'm not shifting any subject, you're the one who brought up the Ps2 in relation to the PS3 even though it's hardly relevant.
If an architecture cannot reproduce the exact ops and their arguments at the throughput and latency another one performs those at, then the former architecture is not guaranteed to be able to reproduce everything the latter one can. The fact something has more FLOPS than something else means squat here.Yes there are specific methods one architecture uses to produce an end result, but that does not mean another architecture couldn't produce the same result through methods better optimized for that particular architecture.
Wait a minute now. Are we speaking of replicating the result, or doing something which looks 'as good'? See, this is why I asked you if you were shifting the subject.Saying that a game that pushed the PS2 would choke the PS3 when ported is false. It all depends on how the port is done. Of course they can't drag and drop the code and push it over as is, but rewrite the code for the PS3 and I fail to see what it can't do that the PS2 could.
Look at what's happening in the PC gaming scene. They don't need the bandwidth that's provided by the eDRAM in the 360 to produce similar, if not better, results.
I never implied you had some bias against any platform. I'm surprised we've been leading an argument about 'power' as it if's some magical wand which is measure by the inch. Apparently that also makes you see some bias in my position. Which, frankly, bets me, as I have to explain twice every simple hypothetical example I give. Go figure.Yes it will be interesting to see what developers do with the set up in the Wii-U. In no way am I trying to dismiss the system as I have absolutely no interest to blindly troll it as some here do. However your comments are not only failing to convince me of your point, but they make me question them since they look rather one sided.
Nowadays CPUs are so powerful that I don't think audio takes up that many cycles. You'd only need a DSP if your CPU quite under powered.
I'd rather they used a DSP to off-load physics calculations since that takes up more CPU cycles. And DSPs are dirt cheap but very fast at doing maths.
Reasonable to assume then. I was basing it on what the 360 does with only 512MBs ram, so I don't see why anyone would think the Wii U needs 1GB of ram considering Applications and OS foot prints get smaller with optimizations.
Anyway, my point is that Unreal Tournament 3 was a shitty Unreal Tournament game and the original is still the best.
All of those things are OS related though.- It's obviously not 1GB for the operating system, it's for all the system functions, so let's say between XXMB and XXXMB of files for the OS, and XXXMB for the services, the features, like multi-tasking, caching, voice/video chat, etc.
All of those things are OS related though.
Ah ok, i see now what you mentyep of course. It's the "windows" of the Wii U with all the non-gaming stuff it runs.
Which is why I did not make a definitive statement, but been giving hypotheticals of why it could be. I thought it was perfectly clear, and that that was your original question. I you asked me if I knew the specs in such detail as to make hard predictions as 'this orbis/durango code will run on wiiU just fine', I'd have declined.
Again, I don't. I was giving a hypothetical example of a durango/orbis title that uses a sw sound pipeline. Perhaps none will. We'll see.
Vis a vis your assumption that every Durango/Orbis game will run at such a high efficiency that it will be absolutely beyond WiiU's grasp. I'm not sure whose point is more flawed.
Where did I state that 'wiiU will replicate much'? And yes, there can be things that the other two next-gens may not be able to do, if they're not properly equipped. What's so hard to grasp there?
Erm, I thought I was giving you a basic example. Apparently not.
If an architecture cannot reproduce the exact ops and their arguments at the throughput and latency another one performs those at, then the former architecture is not guaranteed to be able to reproduce everything the latter one can. The fact something has more FLOPS than something else means squat here.
Perhaps I could rewrite the original PS2 algorithm to run entirely in a shader loop. Or maybe I cannot. There's no guarantee that just because RSX is 'more powerful', it will be able to replicate the result in the same timeframe.
Wait a minute now. Are we speaking of replicating the result, or doing something which looks 'as good'? See, this is why I asked you if you were shifting the subject.
360's edram (in combination with its local ROPs) served a fairy narrow purpose - to provide read-modify-writes at a rate of 4G sample/s for color + depth, or 8Gsample/s for depth-only, or 16Gsample/s at MSAA. Nothing else. Every PC gpu that has those abilities via fat buses and clocks does not need that edram feature to do the same job. Latency has zilch to do there. Now, if you paid attention, my original post was particularly about latency.
I never implied you had some bias against any platform. I'm surprised we've been leading an argument about 'power' as it if's some magical wand which is measure by the inch. Apparently that also makes you see some bias in my position. Which, frankly, bets me, as I have to explain twice every simple hypothetical example I give. Go figure.
yep of course. It's the "windows" of the Wii U with all the non-gaming stuff it runs.
What will be interesting to see is if devs could unload some of the stuff related to the system functions, the OS, but integrated in their games, into this "1GB for OS" pool.
Until now, they only had 1GB for their software, and it's pretty sure they implemented online multiplayer mode, voice chat, etc. So these process are loaded where, on the 1GB-OS or 1GB-games ? In the former case, it will free some memory for the rendering, etc.
Maybe this is what my sources described as "retail condition", they may be able to simulate exactly the quantity of ram available with the commonly integrated features of the system.
Well, in the end, it doesn't matter, it's nearly a given than second generation games will dispose of more than 1GB.
Nowadays CPUs are so powerful that I don't think audio takes up that many cycles. You'd only need a DSP if your CPU quite under powered.
I'd rather they used a DSP to off-load physics calculations since that takes up more CPU cycles. And DSPs are dirt cheap but very fast at doing maths.
Pretty much. We need to excercise caution here. Iwata said clearly 1 GB usable for games and the other for OS. He never said that it is tentative to change in the future. Probably Nintendo will expand OS features a lot.Yeah, it's not safe to assume that at all. This is just wishful thinking on your part.
What if they need/want add features to system? maybe Nintendo reserved a 1GB for future updates with more features.
This is a given that they are future-proofing the system for future updates, and all that we'll see/experience on Wii U won't be available from day one. For instance, the operating system is stored (well, it was the case in previous dev kit, wonder if it's still relevant on retail unit) on a 512MB flash, and it's pretty much guaranteed the files that constitutes it doesn't take that much space, but they planned some additional room for firmware and system updates released further during the system lifespan (and maybe for functions that will use this type of NAND).
But while there will be added features, it's likely some of the already available ones will be optimized and require less room too. I really expect that one day, Nintendo will say "ok, even if we plan to add this and that feature-wise, we are now sure that 200MB of those 1GB won't be used, so we'll allocate those to games".
200mb seems feasible, but 512mb?
Pretty much. We need to excercise caution here. Iwata said clearly 1 GB usable for games and the other for OS. He never said that it is tentative to change in the future. Probably Nintendo will expand OS features a lot.
That won't happen. Is just simple flash memory. That's always been a concern of mine. Nintendo should have included a fast port for HDD use so developers could take advantage of mass storage devices for other purposes other than simple storage. USB 2.0 ports are way too slow.Hopefully the 8GB of Flash memory can be used by games as a large cache. That would eliminate the texture pop in we see in most Unreal engine games.
For gaming USB drives are far too low bandwith they should have used a thunderbolt port.
Using a single thread on the 360 for audio tasks seems pretty reasonable. Most games just stream audio tracks straight off the disc. Nintendo however like their audio done in real time and do everything in midi.Apparently most 360 games use a sixth of the CPU power for sound and many use a third
That, i don't know
Like i added in the post you quoted, if they sticked to "1GB for OS" since nearly one year, it's really because all this system software layer is occupying a lot. So optimizations ? yes. To the extent of cutting in half this imprint while it was constant for at least 10 months + adding of other functions down the line ? doubtful. But i really don't know, i can't predict the future and my sources aren't aware of such plans, it's 1GB usable for them since a moment now.
If Wii U will support multitasking, and user will be allowed to install "apps", maybe those apps will be loaded on the 1gb system ram, together with OS and services.
An example, Windows 7:
OS: 200~250mb (including services)
Cache: ~300mb
Some apps ~400mb
Almost 1gb.
But Xbox 360 don't do multitasking, if a game is loaded, all apps will be closed.
If anyone tries to answer this sincerly, they will tell you is too early to tell. While obviously ports will have a less harder time than in Wii's case, we don't know the specs of the other 2 systems from the competition. WiiU is slightly more capable than the cuarrent generation, but not what one can consider a "traditional" generational leap in processing power.Hey guys, sorry if this is seen as inappropriate to bring up in this thread, but I wondered if someone could explain the latest rumours how the three systems compare? It's been pretty confusing, and it seems to have changed quite a bit over time.
For example, I'd read that even though the WiiU won't be as powerful as the other two, the architecture would make it much easier to port to from those systems than the Wii from PS360, is that still the case? And I'd read the PS4 has less RAM than XB8, but it's quicker, what are the advantages and disadvantages of those decisions?
Just a general over view really.
I probably asked it wrong because I didn't really understand the explanation at the time, but I think basically the argument was new chip designs are easier to port to than older chip designs, even if the performance is the same in both, if that makes sense? So even if the WiiU was performance wise, exactly as far as away from PS4/XB8 as the Wii was from PS360, it would still be much easier to port games to, because the design itself is somehow more compatible to newer games? I know I'm stumbling over what I'm trying to say, no idea if sense can be made of that. The reason I'm questioning it now is I remember people saying it was inline with DX11, now it seems it's inline with DX9, but I don't know if that relates, or is even accurate.If anyone tries to answer this sincerly, they will tell you is too early to tell. While obviously ports will have a less harder time than in Wii's case, we don't know the specs of the other 2 systems from the competition. WiiU is slightly more capable than the cuarrent generation, but not what one can consider a "traditional" generational leap in processing power.
The good news is that Nintendo is releasing a year later, so 2 years of ports are probably a sure thing. Much better situation than Wii's case.
If it turns out Nintendo is losing say $50/console, would that make the price seem more "valid" (for lack of a better term)?
Well acording to rumors is in line with DX 10.1 while the other 2 will be DX11 compilant.I probably asked it wrong because I didn't really understand the explanation at the time, but I think basically the argument was new chip designs are easier to port to than older chip designs, even if the performance is the same in both, if that makes sense? So even if the WiiU was performance wise, exactly as far as away from PS4/XB8 as the Wii was from PS360, it would still be much easier to port games to, because the design itself is somehow more compatible to newer games? I know I'm stumbling over what I'm trying to say, no idea if sense can be made of that. The reason I'm questioning it now is I remember people saying it was inline with DX11, now it seems it's inline with DX9, but I don't know if that relates, or is even accurate.
I probably asked it wrong because I didn't really understand the explanation at the time, but I think basically the argument was new chip designs are easier to port to than older chip designs, even if the performance is the same in both, if that makes sense? So even if the WiiU was performance wise, exactly as far as away from PS4/XB8 as the Wii was from PS360, it would still be much easier to port games to, because the design itself is somehow more compatible to newer games? I know I'm stumbling over what I'm trying to say, no idea if sense can be made of that. The reason I'm questioning it now is I remember people saying it was inline with DX11, now it seems it's inline with DX9, but I don't know if that relates, or is even accurate.
Even more when you consider that the 350 SKU just throws at the consumer a bunch of peripheral crap. Why no go for a 350 SKU alone with the contents of the 300 one but with a souped up part? The WiiU is out of mass market in both SKU's anyway, the competition has that segment covered. So what's the strategy here really?If they are losing $50 on the system based on the hardware information we are currently have they should get new suppliers and partners cause these folks are taking them for a ride. No chance this costs them $350-400 to manufacture and distribute.
Well acording to rumors is in line with DX 10.1 while the other 2 will be DX11 compilant.
Anyway, if you have not interest on Nintendo games or at least more into games from other devs then you are better off grabing any of the other 2 machines or now a gaming PC. Specs wise in 2012 the WiiU is lacking, more when you start thinking that the typical Nintendo cycle is 5 years so in 2015 this will be a very limited machine.
This is that thing about how a 360 game used an entire core for sound isn't it?Apparently most 360 games use a sixth of the CPU power for sound and many use a third
Depends on how one looks.So is the info in the OP proven to be false now?
Hey guys, sorry if this is seen as inappropriate to bring up in this thread, but I wondered if someone could explain the latest rumours how the three systems compare? It's been pretty confusing, and it seems to have changed quite a bit over time.
For example, I'd read that even though the WiiU won't be as powerful as the other two, the architecture would make it much easier to port to from those systems than the Wii from PS360, is that still the case? And I'd read the PS4 has less RAM than XB8, but it's quicker, what are the advantages and disadvantages of those decisions?
Just a general over view really.
XBOX to PS2 games, that is more inline with Wii U vs the other future consoles.
Devs don't create games for 4-5 TFLOP gpus as the baseline so this is irrelevant, unless you wanna run at like 4k res or something. Like a Ferrari relegated to congested city streetsBTW PS4/XB3 won't touch the ~5TFLOPs GPUs that will launch this fall, not to mention the ones that launch next year, they won't even reach half the performance of current top end GPUs (4.1TFLOPs for the HD7970) so all 3 will be limited machines in 2015.
If anyone tries to answer this sincerly, they will tell you is too early to tell. While obviously ports will have a less harder time than in Wii's case, we don't know the specs of the other 2 systems from the competition. WiiU is slightly more capable than the cuarrent generation, but not what one can consider a "traditional" generational leap in processing power.
The good news is that Nintendo is releasing a year early, so 2 years of ports are probably a sure thing. Much better situation than Wii's case.
Edit:Meant "early" not later.