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zero129 said:
SaviorX said:
VGKing said:
 


Watts still seem too high though. 4830 seems more likely since that could be modified to run at ~50 watts which I bet is the highest Nintendo would go. 

Keep in mind that any GPU Nintendo chooses would most likely be downgraded to run cooler and use less power. Sony would likely upgrade a GPU. So an updated 7670 would easily be match or beat a downgraded 4830.


Ok, so assuming the Wii U uses a modified 4730 at least... can you compare the bars with the Wii U & Wii?

Or the 360 vs 4730 architecture?

I'll see if i can do that for you. I'm not sure about the Wii as i don't know what AMD GPU that is based off but im sure i can for the 360 give me a sec :D

Edit ok i really can't find the GPU the 360 is based on to compare it on that site sorry :(


There are probably no visual bars available online to make a picture comparison, but here are the 360 GPU specs anyways:

  • 500 MHz parent GPU on 90 nm, 65 nm (since 2008) or 45nm (since 2010) TSMC process of total 232 million transistors
    • 48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each. [2]
      • Unified shading architecture (each pipeline is capable of running either pixel or vertex shaders)
      • 10 FP ops per vector processor per cycle (5 fused multiply-add)
      • Maximum vertex count: 6 billion vertices per second ( (48 shader vector processors × 2 ops per cycle × 500 MHz) / 8 vector ops per vertex) for simple transformed and lit polygons
      • Maximum polygon count: 500 million triangles per second[2]
      • Maximum shader operations: 96 billion shader operations per second (3 shader pipelines × 16 processors × 4 ALUs × 500 MHz)
      • 240 GFLOPS
      • MEMEXPORT shader function
    • 16 texture filtering units (TF) and 16 texture addressing units (TA)
      • 16 filtered samples per clock
        • Maximum texel fillrate: 8 gigatexels per second (16 textures × 500 MHz)
      • 16 unfiltered texture samples per clock
    • Maximum Dot product operations: 24 billion per second
    • Support for a superset of DirectX 9.0c API DirectX Xbox 360, and Shader Model 3.0+
  • 500 MHz, 10 MiB daughter embedded DRAM (at 256GB/s) framebuffer on 65nm (since 2010 [4]).
    • NEC designed eDRAM die includes additional logic (192 parallel pixel processors) for color, alpha compositing, Z/stencil buffering, and anti-aliasing called “Intelligent Memory”, giving developers 4-sample anti-aliasing.
    • 105 million transistors [5]
    • 8 Render Output units
      • Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs × 500 MHz)
      • Maximum Z sample rate: 8 gigasamples per second (2 Z samples × 8 ROPs × 500 MHz), 32 gigasamples per second using 4X anti aliasing (2 Z samples × 8 ROPs × 4X AA × 500 MHz)[1]
      • Maximum anti-aliasing sample rate: 16 gigasamples per second (4 AA samples × 8 ROPs × 500 MHz)[1]


Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. "  thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."