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z101 said:

We don't know on which GPU the Wii U GPU is based and we don't know how this GPU is tweaked. But the rough technical data we know looks more like DX11/OpenGL3 than DX10.1/OpenGL2.1.

The tesselation unit in the basic R700 is not as flexible as in actual high-tech GPUs but far above the one in the Xbox360 that is based on an trimmed down R500.


it's faster but the V2 tessellator which added DX11 support wasn't added until the R800 architecture as far as I know. 

all those features on that sheet are basicaly the same as any R700 GPU http://www.amd.com/us/products/desktop/graphics/ati-radeon-hd-4000/hd-4350/Pages/ati-radeon-hd-4300-specifications.aspx

HD 4600 Series GPU Specifications 

Unified Superscalar Shader Architecture

Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)

128-bit floating point HDR texture filtering

High resolution texture support (up to 8192 x 8192)

Indexed cube map arrays

8 render targets (MRTs) with anti-aliasing support

Independent blend modes per render target

Pixel coverage sample masking

Double-sided hierarchical Z/stencil buffer

Early Z test and Fast Z Clear

Lossless Z & stencil compression (up to 128:1)

2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel)

sRGB filtering (gamma/degamma)

Programmable tessellation unit

Stream processing (an early GPGPU (AKA Compute Shader) solution doesn't technically meet DX11 spec but can basically do the same thing)

 

VS

 

Wii U GPU

 

Unified shader architecture executes vertex, geometry, and pixel shaders

Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)

Read from multi-sample surfaces in the shader

128-bit floating point HDR texture filtering

High resolution texture support (up to 8192 x 8192)

Indexed cube map arrays

8 render targets

Independent blend modes per render target

Pixel coverage sample masking

Hierarchical Z/stencil buffer

Early Z test and Fast Z Clear

Lossless Z & stencil compression

2x/4x/8x/16x high quality adaptive anisotropic filtering modes

sRGB filtering (gamma/degamma)

Tessellation unit

Stream out support

Compute shader support

 

 

Up looks about the same to me, seems like any modifications are minor (other than the 32MB high-bandwidth eDRAM) and suggests nothing towards it being DX11 



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