Wii U Speculation Thread 2: Can't take anymore of this!!!

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I'm merely stating a perfectly acceptable opinion. Sure, I'm a big fan of Nintendo, check my post history for all I care, but to say Sony steal from them is just a tad delusional I think. That's all.
Ah, that's what you were referring to.
Call it delusional if you want, but facts are facts.
 
I'm merely stating a perfectly acceptable opinion. Sure, I'm a big fan of Nintendo, check my post history for all I care, but to say Sony steal from them is just a tad delusional I think. That's all.

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Delusional!

Stealing isn't a bad thing. I wish Nintendo stole a few things from Sony and Microsoft.
 
Some troll that went around to every Nintendo thread posting things like that, he got banned (finally) though.

Well make no mistake, I'm not this guy. I just think a few of those comments I read up the page were a tad fanboyish and outright asinine compared to the generally level headed and pleasant to read posts I've read over my past day or so of being a member. So I decided to comment on it.

@Anth0ny http://www.youtube.com/watch?v=JbSzmRt7HhQ That argument is a bit of a gray area. I don't really see it as stealing ideas. I just think when it comes to innovations in way to play and gameplay, Nintendo are the leaders. For example, take title fight, I saw one guy claim Sony had stolen the idea from Nintendo, even though we've have collaboration fighting games for donkeys years and the game isn't even officially confirmed yet, with no gameplay in sight.

I'm not too sure how that's not a bannable comment, and yet somehow, calling a couple of people up on their ignorance is. But alas, it's irrelevant. I've argued my case and would rather just talk about the topic at hand.
 
Well make no mistake, I'm not this guy. I just think a few of those comments I read up the page were a tad fanboyish and outright asinine compared to the generally level headed and pleasant to read posts I've read over my past day or so of being a member. So I decided to comment on it.

Next time you should like, quote the post(s).
 
I played the Move once at the mall in 2010, and I've always wondered what the ball really was for. It just glows and is...squishy.

Nintendo should copy Microsoft, but that's not Nintendo-like.
Nintendo doing a Nintendoesque online structure that rivals, if not better than, the other 2 systems is what I see in the future.
 
I'm merely stating a perfectly acceptable opinion. Sure, I'm a big fan of Nintendo, check my post history for all I care, but to say Sony steal from them is just a tad delusional I think. That's all.
Which is a perfectly valid opinion. But the way you expressed it is not particularly popular around here. Looking forward to your more thought-out contributions. Enjoy gaf.
 
Copying ?
In a nutshell, yes. Copying, or stealing, an idea and then optimize it and make it better. That's what they do. If you think about it their whole existence in the gaming industry is built on that. They had nothing before working with Nintendo on that CD based SNES console. A few years later they launched PlayStation and dominated the industry like nothing before them, with a CD based console with a SNES controller with handles. Bold move. And very very successful.
 
I played the Move once at the mall in 2010, and I've always wondered what the ball really was for. It just glows and is...squishy.

Nintendo should copy Microsoft, but that's not Nintendo-like.
Nintendo doing a Nintendoesque online structure that rivals, if not better than, the other 2 systems is what I see in the future.

You could argue that Nintendo refusing to 'copy' the competition is a double edge sword. It's made them look extremely unique, and has helped them retain some key philosophies that define them as a software and hardware developer but at the same time, they're far too close minded for a videogame platform holder in 2012.

Sony had to bite the bullet and work to make PSN even so much as comparable to XBL, even if it meant 'copying' things like achievements, and quite frankly, if Nintendo want to regain their lost audience, so must they. People like me and you and the others in this thread will flock to the Wii U be it on the premise that it's a HD Nintendo console. But we're a few men among millions of potential consumers who don't have that brand loyalty unfortunately.
 
Even though I hate things like achievements and trophies and whatnot, nintendo would be foolish not to allow devs access to meta-gamescores that they've been putting into their games for years. It would be cool if they actually meant something though. I've always really liked the idea of nintendo using coins like they do in the 3DS on their next console as their gamerscore points that can be cashed in for things like mii accessories, backgrounds, in-game swag, etc. I know it might be a better idea to monetarily speaking to charge for such things, but it seems right up nintendo's alley to make real incentives for unlocking achievements other than for a worthless point tally.
 
I've always really liked the idea of nintendo using coins like they do in the 3DS on their next console as their gamerscore points that can be cashed in for things like mii accessories, backgrounds, in-game swag, etc. I know it might be a better idea to monetarily speaking to charge for such things, but it seems right up nintendo's alley to make real incentives for unlocking achievements other than for a worthless point tally.

Mii accessories.

You completed "The Fall of Ganon" and unlocked the Master Sword.
 
Well make no mistake, I'm not this guy. I just think a few of those comments I read up the page were a tad fanboyish and outright asinine compared to the generally level headed and pleasant to read posts I've read over my past day or so of being a member. So I decided to comment on it.
Well popping into a thread with "Circle Jerk" is probably not the best way to enter a discussion.

Sony had to bite the bullet and work to make PSN even so much as comparable to XBL, even if it meant 'copying' things like achievements, and quite frankly, if Nintendo want to regain their lost audience, so must they. People like me and you and the others in this thread will flock to the Wii U be it on the premise that it's a HD Nintendo console. But we're a few men among millions of potential consumers who don't have that brand loyalty unfortunately.

They have already started as far as the 3DS goes. However I'm not really sure the typical "You have done X Y's" type of achievement that everyone seems to do is particularly interesting unless they can turn that into something other than just improving a score. I realise that a segment of the audience loves collect-a-thons, which is what achievements basically are, but there has to be a more elegant way than just thinking up 50 different "activities" to make someone do.

I quite like how Metroid Prime 3 awarded you with tokens as you played that you used to unlock little features like screenshots, music etc. You could also exchange them with friends.
 
Well popping into a thread with "Circle Jerk" is probably not the best way to enter a discussion.



They have already started as far as the 3DS goes. However I'm not really sure the typical "You have done X Y's" type of achievement that everyone seems to do is particularly interesting unless they can turn that into something other than just improving a score. I realise that a segment of the audience loves collect-a-thons, which is what achievements basically are, but there has to be a more elegant way than just thinking up 50 different "activities" to make someone do.

I quite like how Metroid Prime 3 awarded you with tokens as you played that you used to unlock little features like screenshots, music etc. You could also exchange them with friends.

I think the Club Nintendo system is a starting point. Achievements get you coins which you can then trade for some kind of physical or even digital reward. I think that'd be a nice USP for Nintendo's network. I'm an avid user of Club Nintendo and I think there's so much potential in there on the networking front that isn't being realised.
 
Posts I've seen in the past on B3D seem to prefer having the eDRAM be flexible like that as opposed to what you're suggesting.

Maybe so, but considering the organization of the cache I'd assume that is also important for devs to know for their code.

Well there's been no indications of the cache being shared. Only that each core has it's own, one core has more than the other two, and the total amount is 3MB.

And to take a page from that poster from B3D from awhile back, 3MB is a lot of eDRAM when considering there was none in the previous consoles. Unless the way the article wrote that comment throws that comment out of context and in reality means the CPU can access that 32MB also.

I don't want to question to bonafides of the fine people of B3D, but the idea of sharing a pool of eDRAM between the CPU and GPU doesn't make one bit of sense to me. First of all, they'd have to be on a SoC, which we haven't heard even the slightest rumour about. Second of all, even if they did decide to go that route, you'd basically be telling graphics coders "Good news, you've got a 32MB framebuffer, only you have to share it with the CPU, so a good chunk of it's going to be allocated to multithreaded AI flags, and there's going to be a varying amount of CPU traffic using up the bandwidth in a way you can't predict!" while at the same time telling CPU coders "Good news, there's 32MB of eDRAM the CPU can use, but it's not a cache, so you have to manage it yourself, and it's technically on the GPU so the the latency's going to be huge, and it's also being used for the framebuffer, so the GPU's going to be using up the bandwidth in a way you can't predict, slowing down all those multi-threaded AI routines you were working on!".

The advantage of a large eDRAM framebuffer like on Xenos is that the GPU has a pool of dedicated, extremely high-bandwidth, low latency memory on which to perform MSAA, Z-buffering, etc. By forcing the GPU to share it with the CPU you limit the ability to tightly optimise, as the CPU's bandwidth usage will be effectively unpredictable, even if you do specifically designate a fixed partition between the GPU and CPU in terms of eDRAM use.

On the CPU front, a coder wants to be given a single pool of memory to deal with. You just create the object in C++, the compiler defines how much memory is required, the OS allocates it and the cache pre-fetches it from memory as it's about to be needed. Having to effectively manually manage a cache-like pool of memory is almost always more hassle than it's worth. Look at the Cell. One of the issues with the Cell design is that the SPEs don't have any cache, but instead have 256kB of "local storage" which has to be actively managed by whoever's coding it, and messages and flags between SPEs have to be manually sent back and forth via the chip's internal bus. This can be a huge amount of work which, unless you're Naughty Dog, doesn't provide much in the way of gain over a simple symmetric multi-core design where you can effectively just dump decently multithreaded code and the cache handles all the memory management.

On the subject of the cache in the CPU, the way the eDRAM on the Power7 works is that each core has "it's own" 4MB of cache, and can also access the other cores' cache. I don't see any reason for the same kind of thing not to be the case in the Wii U's CPU, although obviously with lower amounts.

3MB may be more eDRAM than any other console's CPU, but it still does the exact same job as SRAM does in a cache, albeit at a higher density and with higher minimum latencies. I would simply have expected more, given the density and previous comments that were made about it.

If I could, I'd gamble everything I own on the Wii U being weaker than the next Microsoft and Sony systems.

Ah now, I never said anything about Sony.
 
I know I'm probably alone on this, but achievements almost ruin the experience for. Nothing like seeing one pop up in the middle of a cutscene, and I absolutely cannot stand seeing a list of incomplete games on my PS3 trophies list. Im one of those gamers who needs everything to be organized the way I want, and uniform.

I'd rather Nintendo put their time into getting online right.
 
I like achievements/trophies. I don't actively pursue them most of the time, but when I truly love a game, it makes it so enjoyable for me to go back to it and try to 100% attain everything. Adds a lot, but when I don't care for them I just ignore them.

I know I'm probably alone on this, but achievements almost ruin the experience for. Nothing like seeing one pop up in the middle of a cutscene, and I absolutely cannot stand seeing a list of incomplete games on my PS3 trophies list. Im one of those gamers who needs everything to be organized the way I want, and uniform.

I'd rather Nintendo put their time into getting online right.
you can turn off notifications, I'm semi-sure of that
 
I played the Move once at the mall in 2010, and I've always wondered what the ball really was for. It just glows and is...squishy.

Nintendo should copy Microsoft, but that's not Nintendo-like.
Nintendo doing a Nintendoesque online structure that rivals, if not better than, the other 2 systems is what I see in the future.

The ball was just to gain extra accuracy from being tracked by the camera. Move was such a messy solution to something that people had already experienced. It was never going to gain traction.

Kinect had the novelty factor, just like the Wii had.
 
I think the Club Nintendo system is a starting point. Achievements get you coins which you can then trade for some kind of physical or even digital reward. I think that'd be a nice USP for Nintendo's network. I'm an avid user of Club Nintendo and I think there's so much potential in there on the networking front that isn't being realised.
I hadn't used Club Nintendo until I got my 3DS, and I haven't redeemed anything yet so I don't know a lot about it. However integrating it into the console so you could redeem rewards from their would be nice.

I know I'm probably alone on this, but achievements almost ruin the experience for. Nothing like seeing one pop up in the middle of a cutscene, and I absolutely cannot stand seeing a list of incomplete games on my PS3 trophies list. Im one of those gamers who needs everything to be organized the way I want, and uniform.
I'd rather Nintendo put their time into getting online right.

Me too. I'm happy to not have achievements that pop up all the time throughout a game. Tastefully done they could be OK, like an achievement at the end of a boss battle or end of an act in a narrative driven game.
 
I see this is a circle jerk of Nintendo fans. Wowzer.

Yeah... no, from what I've seen there have been quite a few level headed people in this thread as well a few people who have been critical of Nintendo, so it's hardly the circle jerk you make it out to be.

So instead of contributing nothing to the conversation, why don't you instead explain your distaste in this thread in detail.

The speculation and general excitement in this thread is what I'd expect from speculation threads for the PS4 and Xbox 3.

Edit: Never mind you explained your position above, but next time you really should just quote the posts that you feel have a circle jerk quality.
 
the idea of sharing a pool of eDRAM between the CPU and GPU doesn't make one bit of sense to me.
You'd probably have to see the entire line of discussion to get the full context (IIRC it was more a hypothetical question, not necessarily saying it should be that way), but you do raise some fair points.
 
I don't want to question to bonafides of the fine people of B3D, but the idea of sharing a pool of eDRAM between the CPU and GPU doesn't make one bit of sense to me. First of all, they'd have to be on a SoC, which we haven't heard even the slightest rumour about. Second of all, even if they did decide to go that route, you'd basically be telling graphics coders "Good news, you've got a 32MB framebuffer, only you have to share it with the CPU, so a good chunk of it's going to be allocated to multithreaded AI flags, and there's going to be a varying amount of CPU traffic using up the bandwidth in a way you can't predict!" while at the same time telling CPU coders "Good news, there's 32MB of eDRAM the CPU can use, but it's not a cache, so you have to manage it yourself, and it's technically on the GPU so the the latency's going to be huge, and it's also being used for the framebuffer, so the GPU's going to be using up the bandwidth in a way you can't predict, slowing down all those multi-threaded AI routines you were working on!".

The advantage of a large eDRAM framebuffer like on Xenos is that the GPU has a pool of dedicated, extremely high-bandwidth, low latency memory on which to perform MSAA, Z-buffering, etc. By forcing the GPU to share it with the CPU you limit the ability to tightly optimise, as the CPU's bandwidth usage will be effectively unpredictable, even if you do specifically designate a fixed partition between the GPU and CPU in terms of eDRAM use.

On the CPU front, a coder wants to be given a single pool of memory to deal with. You just create the object in C++, the compiler defines how much memory is required, the OS allocates it and the cache pre-fetches it from memory as it's about to be needed. Having to effectively manually manage a cache-like pool of memory is almost always more hassle than it's worth. Look at the Cell. One of the issues with the Cell design is that the SPEs don't have any cache, but instead have 256kB of "local storage" which has to be actively managed by whoever's coding it, and messages and flags between SPEs have to be manually sent back and forth via the chip's internal bus. This can be a huge amount of work which, unless you're Naughty Dog, doesn't provide much in the way of gain over a simple symmetric multi-core design where you can effectively just dump decently multithreaded code and the cache handles all the memory management.

On the subject of the cache in the CPU, the way the eDRAM on the Power7 works is that each core has "it's own" 4MB of cache, and can also access the other cores' cache. I don't see any reason for the same kind of thing not to be the case in the Wii U's CPU, although obviously with lower amounts.

3MB may be more eDRAM than any other console's CPU, but it still does the exact same job as SRAM does in a cache, albeit at a higher density and with higher minimum latencies. I would simply have expected more, given the density and previous comments that were made about it.

Well this is starting to go over my head as I didn't come anywhere near finishing school for this and my job path took me further away. :(

But considering what was said about using eDRAM in that regard the last part of your first paragraph comes off as being highly exaggerated. Not saying it's wrong, just compared to what I've read that's how it sounds.

Also I didn't say it wasn't shared. I said there were no indications of it being shared. I'm very familiar with how it works in the POWER7 chip.

The last part is just us going in a circle on the same thing. You said that amount would be disappointing due to the eDRAM's density, I said I can see it being used to keep the die size down. I think this makes either three or four times now. :P
 
Again, why do you think a rv730 is in the wii u? Come on, give a reason.

Well, one reason you might not see a high end GPU is simply due to the size of the case. The thing is less than half the size of 360 slim (~40%), and will more than likely use the same process technologies (40/45nm). There really isn't a whole lot of room even considering that they'll be using a slim optical drive.

You can talk about cutting the clocks of rv770 or rv740, but then at what point do you consider that still the same class of hardware?
 
achievements drive me bonkers too: distracting. there should *always* be a way to turn off in-game notifications. what they *should* do, is have them off by default, and give you an *achievement* for turning them on. win/win.
 
Was this posted already?

Wii U Final Dev Kits More Powerful Than Expected

Apparently, third parties have received the final dev kits of the Wii U and are reporting that they differ a bit from earlier kits and are more powerful to boot. The architecture in the final dev kits was changed to improve the problem of overheating that was found int he original alpha kits that were sent out.

What To Believe: Our source commented on the recent rumors but kept decidedly more quiet due to the tight-lipped clamp Nintendo tries to keep on such topics. He said, of course the dev kits now perform somewhat better than previous dev kits, and that’s to be expected each time a dev kit gets updated. From his tone it seemed to me that people are taking it to be much more radical than what is to be expected from each updated dev kit. He also said that the dev kits are not absolutely final and there may still be some tweaks to the controller.

Lastly, he commented on the Nintendo Network, once more, saying that the real details will be saved for E3, because Nintendo is still taking steps from now until E3 to make sure the Nintendo Network is as fully functional as possible. They want to avoid repeating the same mistakes they made with the Wii and 3DS where functionality was slow in coming through separate updates. So, while the Nintendo Network may exist, the full plan of Nintendo won’t be revealed until E3 when launch details of the Wii U are more in place.

http://www.nintendoenthusiast.com/2...kits-retro-star-fox-rocksteady-tmnt-and-more/
 
Well, one reason you might not see a high end GPU is simply due to the size of the case. The thing is less than half the size of 360 slim (~40%), and will more than likely use the same process technologies (40/45nm). There really isn't a whole lot of room even considering that they'll be using a slim optical drive.

You can talk about cutting the clocks of rv770 or rv740, but then at what point do you consider that still the same class of hardware?

That's a valid point, but that falls more in the realm of pure speculation. iirc, the actual size of the GPU is still unknown. I wouldn't be too surprised if it was on 32nm, but we'll see. It'll be customized to high hell though, that's for sure. Other things to speculate on concerning the case is the presence of lots and lots of vents, something we didn't see much of in the original Wii. And though I personally don't think the design will change, that's also still a possibility. We know what was in the cases at E3 was more or less a placeholder. Much has changed in the dev kits since then, so maybe nintendo has decided to redesign it a bit. The first line of devkits did have overheating issues after all. I'll be the first to admit though that I know next to nothing about heat dissipation and what it would take to put something like an rv770 equivalent in something the size of the wii u.
 
Well, one reason you might not see a high end GPU is simply due to the size of the case.
A mobile variant of the RV740, the HD4860, which is equivalent to what we're talking about here, had a 35W TDP back in 2009 on a 40nm process. Which is around the power usage we're talking about (I'm expecting max 40W for the GPU). Consider furthermore that Nintendo's GPUs have been made by NEC for 10 years, and NEC is already capable of producing 32nm chips and possibly even 28nm at this point.
 
Well, one reason you might not see a high end GPU is simply due to the size of the case. The thing is less than half the size of 360 slim (~40%), and will more than likely use the same process technologies (40/45nm). There really isn't a whole lot of room even considering that they'll be using a slim optical drive.

You can talk about cutting the clocks of rv770 or rv740, but then at what point do you consider that still the same class of hardware?

That's a very fair question. Interestingly Ars Technica at CES said the console was surprisingly heavy. As mentioned by blu and was the only thing I can think of since the power supply is external is that they put some decent cooling in there for it to weigh enough to make them notice it.
 
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