By using this site, you agree to our Privacy Policy and our Terms of Use. Close

dahuman said:

So once again, if you've been following Wii U news, the devs generally praised it based on latency, I'm hoping you understand what that means, if not, go here: http://en.wikipedia.org/wiki/CAS_latency

Just because a piece of memory has lower bandwidth, it doesn't mean it's actually slower, we don't have enough data to say if it's actually slower, it all depends on what the CAS number is, and we don't have that number, so no opinion really matters. Not to mention that we don't even know what the memory controller actually is doing in the CPU, how customized is it? Is it single channel or dual channel? Nobody knows but Nintendo.

The best case latency for Wii U memory is 5... it gives 6.25ns interval... great but not going to do miracle (even so I don't expect to Wii U use the best case... I think for mass production the 6 or 7 latency is a better choice).

So all really matter is how the 32 eDRAM can help the memory, or better, how the developers can use the eDRAM to avoid the slow main RAM... that's my point.

32MB eDRAM can help to archive 1080p but to do AA at the same time not... so for a complex game it have to be 720p.

The memory controller is a quad-channel 16bits (64bits real).