Squilliam said:
Do the math. How many transistors do you realistically expect that they put in the Wii U given a 45nm process and relatively normal die sizes? The Xbox 360 CGPU is 168mm^2. Even doubling that with better transistor scaling would likely only yield ~1.3B transistors @ 1.5* greater density on the same process. |
A 45nm process would allow for 4 times the transistors on their CPU/GPU at a similar price to the XBox 360 CPU/GPU at launch being that the XBox 360 launched with a 90nm process; we also only have the CPU manufacturing process being confirmed, and (being that AMD has migrated towards the 28nm process for their high-end GPUs) it is possible that the GPU has moved to a 32nm or 28 nm process which would allow for a processor that had 8 to 12 times as many transistors relative to the XBox 360 GPU at launch ...
Beyond that, I'm talking real-world performance not theoritical performance. Simply updating the bus on the CPU and GPU and moving to 2GB of GDDR5 rather than the 512MB of GDDR3 that is currently in the XBox 360 would result in significant improvements in real world processing power of the system without substantial improvements to the processors; and this improvement can be amplified by introducing a 16MB to 64MB eDRAM on the GPU to store the screen buffer and act as a high-speed texture cache. Part of this improvement that would come from this is increased efficiency because the memory is faster, but the largest impact would be that artists could produce far more detailed environments because they were less bound by what could fit in memory; a large portion of the reason so many assets in PS3 and XBox 360 games are relatively low detail is not that the GPU can't render the image fast enough with them at a higher detail, it is because if they were higher detail they would take up too much memory when they're off-screen and result in data being reloaded from disc.







