Viper1 said:
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* to illustrate how this works, I'm going to use a series of figures purely for demonstrational purposes. They in no way accurately depct the real figures but it can give you a sense of how to handle the work load. Say the PS3 and X360 can handle 6 operations per clock cycle. At 3.2 Ghz, that's 19.2 billion operations per second. Now say the Wii U can handle 10 operations per clock cycle but clocked much slower at just 2 Ghz. That's still 20 billion operations per second. |
No that doesn't make sense. Game code responds well to greater IPC or greater clock speed.
The problem is that the Wii U is NOT capable of '10' operations per second. It's worse than the 360, because it's a third of the transistor count. Imagine it's capable of '4'.
If perfectly optimised for each it'd still be better on 360.







