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dahuman said:
ethomaz said:

"Looking at the die shot, it seems that there are 8 blocks of (probably) 20 shaders for a total of 160. Directly above it there are what looks like 3 repeated blocks that I would guess are TMUs, so 12 of them. Then two blocks below the shaders, so probably 8 ROPs. The arrangement of TMUs to shader blocks seems odd, but that's going by the few other die shots I've looked at."

http://forum.beyond3d.com/showpost.php?p=1702271&postcount=4417

- 8 CUs with 20 chaders each = 160 SPs
- 12 TMUs
- 8 ROPs

Any other ideia? Because that is even worst than I expected.

PS. I will check more in neogaf.

I think they also have fixed function shaders on that thing, it's like a hybrid GPU from what I'm gathering so far, and it's really fucking hard to gague the performance when you have a part that's this customized, this is very non-standard and a pain in the ass to dedcode lol.

That is a weird configuration indeed. From what i understand it's losely based on the AMD HD6xxx series. That means that it is almost the same as  the lower clocked version of the HD6450,  with the Wii-U's gpu having 4 more TMU's but the HD6450 having a slightly higher clock frequency. You can check out a list of all AMD gpu's over here: http://en.wikipedia.org/wiki/Comparison_of_AMD_graphics_processing_units