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Forums - Nintendo Discussion - Wiiu RAM 43% slower than PS360 RAM

THANKS GUYZ



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Soundwave said:

The rumor/semi-confirmed talk has been 32MB of eDRAM.


mmm. That sounds OK, but it's hard to say until we get more information.



 

 

 

 

 

Well, the Wii U will still have Nintendo games made for it so I really don't care :P


Must say that it's below my expectations though.



IIIIITHE1IIIII said:
Well, the Wii U will still have Nintendo games made for it so I really don't care :P


Must say that it's below my expectations though.

Yep, me too.


I wasn't happy when the N64 went with carts instead of CDs, but I still played and loved all the games. I wasn't happy with the Wii's lower power and motion controls, but I learned to live with motion controls to enjoy Zelda and the rest. I'm not blown away by the Wii U or the touch screen controler, but I'll get one as soon as 3D Mario, Zelda, and Metroid hit.



kain_kusanagi said:
IIIIITHE1IIIII said:
Well, the Wii U will still have Nintendo games made for it so I really don't care :P


Must say that it's below my expectations though.

Yep, me too.


I wasn't happy when the N64 went with carts instead of CDs, but I still played and loved all the games. I wasn't happy with the Wii's lower power and motion controls, but I learned to live with motion controls to enjoy Zelda and the rest. I'm not blown away by the Wii U or the touch screen controler, but I'll get one as soon as 3D Mario, Zelda, and Metroid hit.

I was as my games still work lol. Unlike my PS1, laser issues, disc issues etc..

Agree with the rest of your post.



 

 

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Something is up with those numbers.

256Mx16 = 4Gb of ram.

However, if there are only 4 modules it should be 256Mx4 which brings it to only 1Gb of ram.

4Gbit equates to 512Mb, So 4Gbit x 4 = 2Gb of ram, which is what it should be and isn't listed in that particular memory's product specifications.

So, take that "information" with a grain of salt, whoever dug up those specifications was talking out the wahoo and was reading directly from Samsungs product specification sheet which can be found here:
http://tinyurl.com/a6rurds
Also, we have no idea if it's running in Dual or Quad channel memory configurations do we? Or even what bit rate the bus is running at? That could easily double those bandwidth numbers.



--::{PC Gaming Master Race}::--

i'm a n00b for these sorts of numbers. can someone break it down into what i can understand. most importantly, can i look forward to a superchuck was right or wrong thread?



Pemalite said:
Something is up with those numbers.

256Mx16 = 4Gb of ram.

However, if there are only 4 modules it should be 256Mx4 which brings it to only 1Gb of ram.

4Gbit equates to 512Mb, So 4Gbit x 4 = 2Gb of ram, which is what it should be and isn't listed in that particular memory's product specifications.

Dude, why do write so much if you don't understand it?

256M*16 means 256MBit * 16bit wide ram, so one chip has 512 MByte data. Four chips = 2 GByte, what is so difficult?

However, it is surprising they went with a single Dram controller (usually 64bit wide in every CPU/GPU). That is al ot of bandwidth lost for a unified design.

Just checked it's gDDR3 chips (whatever that is - SDDR3?)



M.U.G.E.N said:

keep in mind I'm no tech guy..so zarx or gaf would be a better resource for you on the subject. From what I understand however this is pretty bad. If the cpu related rumors are also true then this system truly can be on par or maybe slightly more powerful than the ps360. PS4/720 won't have to do much in order to get a significant leap over this.

Also graphic comparisons are coming out now for games like batman. I saw one comparison image that...I hope is doctored to bait others, cuz it looked pretty bad for wiiu.


What cpu related rumors?



Without knowing how much edram the system has it is difficult to say much about this ...

While you want most of the textures in the "level" to be in memory (to prevent loading in game) only a small portion of these textures will be rendered at a given time. The whole point of edram would be to cache the textures that were being rendered to screen in high speed memory (because frame to frame you don't make big changes to the textures that are being rendered) to get faster texture reads from the GPU and to reduce the amount of data that is being transferred over the bus every frame.

Hypothetically speaking, if Nintendo had 32 to 64 MB of edram they would (likey) use between 8MB and 16MB for screen buffers and the other 16MB to 48MB would be free to be used (primarily) as a texture cache. While this doesn't sound like a lot of data, being that these textures are likely compressed I would expect this cache would hold somewhere between 30 and 96 mega-pixels of texture information (depending on how much memory they have and the compression ratio). To put this in perspective 720p is (roughly) 1 mega-pixel so the Wii U could potentially cache between 30 and 96 texels for every pixel it rendered.