|Darc Requiem said:
Oh look, it's MisterXMedia all over again. Didn't know there is such a moron in the WiiU camp, too..
And yes, 550MHz*1024bit is 560 gigaBITS/s, NOT gigaBYTES/s....
I thought something was fishy. According to his calculations wouldn't the bandwith of the Wii U's EDRAM be 74GB/s ?
It is but when you have liars like megafenix spreading misinformation to the ill informed this happens ...
liers ike youself right?
t official source abput the 256gb/s besides the ones i mentiond?
how about someone from micro itself?
when we have trollers like you this place stink
Like I said, "interconnect bandwidth means jack shit". What part do you not understand ?
bandwidth is important more than you think, if not why would AMD and nvidia increase the internal bandwidth of the gpu generation?
is imprtant for many things like vertext texture fetches and other things, and i dot say this, its expert people on the topic, like people from nvidia
but if you at least read the whole article from gaming blend you will see that he doesnt say this himeself but that consulted people for this
want their comments?
Meshes are Expensive Beasts!
•Want to express more and more details
Complex, rich worlds of recent games require detailed characters
Shading has evolved tremendously in the recent years
•Meshes are a pricey representation
Need to store a lot of data (positions,
•Vertex transform cost is incurred
regardless of how close the object is
to the viewer
Expensive for complex shaders or animated / detailed objects
•Novel GPUs’ unified shader archit
ecture has much more efficient
But memory storage and fetch bandwidth is still a big concern
Especially for animation
Large meshes cause less vertex cache reuse
We would like to change that now!
Both must manage details for stable performance
Bring tessellation techniques
from film in real time
• Takes advantage of highly efficient tessellation HW and
memory bandwidth of ATI Radeon HD 2000 Series
• Fast displacement mapping and animation
or do you prefer nvidia?