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Without knowing how much edram the system has it is difficult to say much about this ...

While you want most of the textures in the "level" to be in memory (to prevent loading in game) only a small portion of these textures will be rendered at a given time. The whole point of edram would be to cache the textures that were being rendered to screen in high speed memory (because frame to frame you don't make big changes to the textures that are being rendered) to get faster texture reads from the GPU and to reduce the amount of data that is being transferred over the bus every frame.

Hypothetically speaking, if Nintendo had 32 to 64 MB of edram they would (likey) use between 8MB and 16MB for screen buffers and the other 16MB to 48MB would be free to be used (primarily) as a texture cache. While this doesn't sound like a lot of data, being that these textures are likely compressed I would expect this cache would hold somewhere between 30 and 96 mega-pixels of texture information (depending on how much memory they have and the compression ratio). To put this in perspective 720p is (roughly) 1 mega-pixel so the Wii U could potentially cache between 30 and 96 texels for every pixel it rendered.