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Forums - Gaming Discussion - Report: Wii U GPU uses R770

Maynard_Tool said:

So... what the article says is that the wii u might end up being between 2x-4x times more powerful than the X360 in terms of graphics??

In a simple way... yes. But there other things to known yet like CPU, RAM memory, etc.



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ethomaz said:

Maynard_Tool said:

So... what the article says is that the wii u might end up being between 2x-4x times more powerful than the X360 in terms of graphics??

In a simple way... yes. But there other things to known yet like CPU, RAM memory, etc.


At least we have an [initial] idea of it, waiting for more info... although with that kind of power (2-4 times the X360) I'm more than satisfy....i'm just waiting for the gameZ!!!

Thanks for the explanation



Some words from Marc Parenteau, Ubisoft's senior technical architect...

"The multi-core architecture of the console is a natural fit for our in-house HD engines, such as the Anvil engine used in Assassin's Creed. In addition, the large memory capacity of the console will be used to bring performance enhancements, such as pre-calculating data or increasing our cache sizes... Assassin's Creed has a very distintive look, and we want to get it just right. so I'm happy to say that the graphical shaders that are used in development are fully functional. This will allow us to reuse our assets across platforms and make sure that the graphical quality is top-notch."

"Developers with Wii experience will find that there's a familiar set of APIs. New features, such as the multi-core processing are... extend the APIs in a natural way, with low-level but straight-forward calls."

"It's too early to make comparisons with that sort of thing. We're still learning how to maximize the usage of the hardware. The hardware is evolving a bit also. The dev kits are not final, so there's still some before the actual... uh... before we can make comparisons. And you have to understand, we've been working on other engines for a long time so we need some time to catch up and get up to date on what we can do with the hardware. So to compare now wouldn't be fair."



Hmm the R770 would narrow it down a bit but there are 3 versions of the R770 core CE, LE and XT

CE has 640 Shader cores (basically the component that creates the "effects" stuff like lighting particles etc,) 32 texture units (used to apply textures to models etc) and 8 ROPs (the component that draws the final frame and handles anti-aliasing)

LE has 640 Shader cores, 32 Texture units 16 ROPs

XT has 800 Shader cores, 40 Texture units and 16 ROPs


for comparison the 360s GPU has 48 Shaders, 16 Texture units and 8 ROPs

But I believe that the Shader cores used in the 360 GPU are more capable per core but the benefit of having a lot more simpler cores should allow many different effects per frame even if they are not much more complex, but don't quote me on that.

But even the lowest end spin of the core (which is probably the closest to the Wii Us GPU due to the size of the console) should allow much higher resolution textures, the extra ROPs will probably be used mostly for driving multiple screens, but should allow more AA and possible more games running 720p with good graphics and high frame rates or even 1080p games, but that would make me wonder why none of the E3 demos including the Zelda demo had no AA.

Finally I would say it's plausible but I am still sceptical.



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ethomaz said:

There are no way the Wii U GPU is a HD 4890... that's almost 4x more powerful than GPU equipped in X360.

Why not? Care to elaborate?

Also, the Radeon 4890 uses the RV790 chip, which is a supercharged RV770 in any case...

I mean, it's absolutely possible for Nintendo to put these chips on the Wii U, as they have never been expensive, even back in 2008 when they were new.

And the RV770 (on 55nm) consumed between 110w and 190w of power, but that was determined only by the core speed (525 Mhz being the lowest and 850 Mhz the highest), being unrelated to the number of available shader processors.



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demonfox13 said:
Hmmmm so that is the possible GPU for the Wii U? That's kinda low. I am using a Sapphire Radeon HD 5830 which kinda blows that out the water. However, it is powerful compared to the 5 year + consoles....go figure lol.

Shouldn't have any problems with running current multiplatform games at 1920x1080 with 30 fps. Maybe even more once we factor in  optimisations for console hardware.

If this is Wii U gpu that's a healthy acceptable minimum even if Sony/ms come out with some kind of monster.



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zarx said:

XT has 800 Shader cores, 40 Texture units and 16 ROPs


for comparison the 360s GPU has 48 Shaders, 16 Texture units and 8 ROPs

X360 shaders are equivalent to 160-200 unified shaders from RV770.



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Zlejedi said:
zarx said:

XT has 800 Shader cores, 40 Texture units and 16 ROPs


for comparison the 360s GPU has 48 Shaders, 16 Texture units and 8 ROPs

X360 shaders are equivalent to 160-200 unified shaders from RV770.


depending on clock rate of course which I imagine the Wii U would use a low clock rate to keep heat down in that small console they have. Especially since Nintendo usally use one or two ticks behind the current die size these days as they like to use mature processes with high yields from day one. 



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ethomaz said:

There are no way the Wii U GPU is a HD 4890... that's almost 4x more powerful than GPU equipped in X360.

I guess it a HD 46XX (RV730)... so 50% more powerful than PS3/360 GPU.

Just to compare the actual Radeon GPU family on PC is R900 (Northern Islands)... the R700 is a chip from 2008.


O_o?

why not? , every new PC now uses Radeon HD 5xxx and the a little more pricey ones use Radeon HD 6xxx series's , GPU's aren't that expensive.



So, to summarize, WiiU is up to 4x more powerful than Xbox360 and is equivalent to PS3.