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Forums - Gaming Discussion - 3DS compare to the Wii, so how does the 3DS compare to the Wii?

I just wanted to get this subject out of the way.

So here's what I found about the 3DS Tech:

 

ARM11

 

Differences from ARM9

In terms of instruction set, the ARM11 builds on the preceding ARM9 generation. It incorporates all ARM926EJ-S features and adds the ARMv6 instructions for media support (SIMD) and accelerating IRQ response.

Microarchitecture improvements in ARM11 cores[2] include:

  • SIMD instructions which can double MPEG-4 and audio digital signal processing algorithm speed
  • Cache is physically addressed, solving many cache aliasing problems and reducing context switch overhead
  • Unaligned and mixed-endian data access is supported
  • Reduced heat production and lower overheating risk
  • Redesigned pipeline, supporting faster clock speeds (target up to 1 GHz)
    • Longer: 8 (vs 5) stages
    • Out-of-order completion for some operations (e.g. stores)
    • Dynamic branch prediction/folding (like XScale)
    • Cache misses don't block execution of non-dependent instructions
    • Load/store parallelism
    • ALU parallelism
  • 64-bit data paths

JTAG debug support (for halting, stepping, breakpoints, and watchpoints) was simplified. The EmbeddedICE module was replaced with an interface which became part of the ARMv7 architecture. The hardware tracing modules (ETM and ETB) are compatible, but updated, versions of those used in the ARM9. In particular, trace semantics were updated to address parallel instruction execution and data transfers.

ARM makes an effort to promote good Verilog coding styles and techniques. This ensures semantically rigorous designs, preserving identical semantics throughout the chip design flow, which included extensive use of formal verification techniques. Without such attention, integrating an ARM11 with third party designs could risk exposing hard-to-find latent bugs. Due to ARM cores being integrated into many different designs, using a variety of logic synthesis tools and chip manufacturing processes, the impact of its register-transfer level (RTL) quality is magnified many times.[3] The ARM11 generation focused more on synthesis than previous generations, making such concerns be more of an issue.

[edit]Cores

There are four ARM11 cores:

  • ARM1136[4]
  • ARM1156, introduced Thumb2 instructions
  • ARM1176, introduced security extensions[5]
  • ARM11MPcore, introduced multicore support

 

 

PICA200
 

Specification

  • 65 nm Single Core [7](max. clock frequency 400 MHz)
    • pixel performance: 800 Mpixel/s[7]
      • 400 Mpixel/s @100 MHz[2]
      • 1600 Mpixel/s @400 MHz
    • vertex performance: 15.3 Mpolygon/s[7]
      • 40Mtriangle/s @100 MHz[2]
      • 160Mtriangle/s @400 MHz
  • Power consumption: 0.5-1.0 mW/MHz[2]
  • Frame Buffer max. 4095×4095 pixels
  • Supported pixel formats: RGBA 4-4-4-4, RGB 5-6-5, RGBA 5-5-5-1, RGBA 8-8-8-8
  • Vertex program (ARB_vertex_program)
  • Render-to-Texture
  • MipMap
  • Bilinear texture filtering
  • Alpha blending
  • Full-scene anti-aliasing (2×2)
  • Polygon offset
  • 8-bit stencil buffer
  • 24-bit depth buffer
  • Single/Double/Triple buffer
  • DMP's MAESTRO-2G technology
    • per pixel lighting
    • procedural texture
    • refraction mapping
    • subdivision primitive
    • shadow
    • gaseous object rendering



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Now for the tech wizards to translate this into English.



NNID: crazy_man

3DS FC: 3969 4633 0700 

 My Pokemon Trading Shop (Hidden Power Breeding)

It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

And there is only 1 source saying that DKRC is 30 fps on 3DS and that is just people reading into a 2D YouTube video, but YouTube only streams 2D Videos in 30 fps.

So we still don't know what Donkey Kong Country Returns 3D frame rate is until the game comes out on May 24, 2013.

The Wii only has a 729 MHz 1-core CPU, while the 3DS has a 4-core 1 GHz CPU.



Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker.

This, pretty much.

3DS also renders 268,800 pixels per frame (in 3D and including the bottom screen) compared to 307,200 pixels per frame for the Wii.



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Kaizar said:
Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

No offense, but I don't think you know what you are talking about.

You claimed the 3DS had an eight-fold CPU advantage over the Wii, and this 160 million numbers smells like more BS.



curl-6 said:
Kaizar said:
Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

No offense, but I don't think you know what you are talking about.

You claimed the 3DS had an eight-fold CPU advantage over the Wii, and this 160 million numbers smells like more BS.


GPU @ 300 MHz has 120 million triangles.

GPU @ 200 MHz has 80 million triangles.

Either way, it seems to put the Wii in its place.



Kaizar said:
curl-6 said:
Kaizar said:
Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

No offense, but I don't think you know what you are talking about.

You claimed the 3DS had an eight-fold CPU advantage over the Wii, and this 160 million numbers smells like more BS.


GPU @ 300 MHz has 120 million triangles.

GPU @ 200 MHz has 80 million triangles.

Either way, it seems to put the Wii in its place.

The specs say 15 million polygons. Rogue Squadron 3 on the Gamecube, a system weaker than the Wii, pushed 20 million.



curl-6 said:
Kaizar said:
curl-6 said:
Kaizar said:
Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

No offense, but I don't think you know what you are talking about.

You claimed the 3DS had an eight-fold CPU advantage over the Wii, and this 160 million numbers smells like more BS.


GPU @ 300 MHz has 120 million triangles.

GPU @ 200 MHz has 80 million triangles.

Either way, it seems to put the Wii in its place.

The specs say 15 million polygons. Rogue Squadron 3 on the Gamecube, a system weaker than the Wii, pushed 20 million.


15.3 million polygons

@ 100 MHz = 40 million triangles

@ 400 MHz = 160 million triangles

800 million pixel performence

@ 100 MHz = 400 million

@ 400 MHz = 1,600 million

I read the entire specs.



Kaizar said:
curl-6 said:
Kaizar said:
curl-6 said:
Kaizar said:
Otakumegane said:
It has better shaders, less poly count.

In terms of pure power, 3DS is weaker. (See DKCR being 30FPS on 3DS and 60 FPS on Wii)


The 3DS has 160 million polygons.

How many triangles could the Wii possibly have?

No offense, but I don't think you know what you are talking about.

You claimed the 3DS had an eight-fold CPU advantage over the Wii, and this 160 million numbers smells like more BS.


GPU @ 300 MHz has 120 million triangles.

GPU @ 200 MHz has 80 million triangles.

Either way, it seems to put the Wii in its place.

The specs say 15 million polygons. Rogue Squadron 3 on the Gamecube, a system weaker than the Wii, pushed 20 million.


15.3 million polygons

@ 100 MHz = 40 million triangles

@ 400 MHz = 160 million triangles

800 million pixel performence

@ 100 MHz = 400 million

@ 400 MHz = 1,600 million

I read the entire specs.

So in addition to having a lower polygon oputput than the Gamecube, which was in turn weaker than the Wii, thhe 3DS's pixel output was only a little higher than the Gamecube. (648 Megapixels)

The Wii GPU was a 50% increase over the Gamecube, putting it comfortably above 3DS in both polygon and pixel output.