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ninjablade said:
curl-6 said:
ninjablade said:
curl-6 said:
ninjablade said:
curl-6 said:

Yes it does. Like Wii U, not all of the 360's RAM is available for games. 32MB is  taken up by the OS, leaving 480MB, not 512MB. So it has less than half as much memory is available for games as on Wii U.

its 16mb by the way, its not even worth mentioning

So pretty much, if it doesn't fit your agenda, it's "not worth mentioning."


no its because, it doesn't make a differnce, 1gb is is 50% of wiiu memory , i think that's worth a mention if it was 64mb i would not mention it.

The point of specs is that they are "specific" is it not? If you mention the RAM used by the OS on one console, it makes sense to do it for the other.

Speaking of which, what about the other 7th gen HD console, the PS3? On launch its OS took  up 120MB, leaving just 392MB for games.

It's had its OS trimmed to 50MB since then, leaving 462MB for games. The 3DS also saw more RAM freed up post launch. It's entirely possible that the Wii U might see a similar trim. In fact, it's very likely in order to make porting easier since the PS4 and Nextbox will have more RAM.


the ram amount is the least of the wii problem, it's the bandwidth speed that's the problem. 

You don't know that. The 22.4GB/s on the 360 is theoretical, and it is not able to get to this peak. In addition, it uses half for reads and half for writes, so theoretical max of 11.2GB/s for reads, the WiiU can use the full 12.8 for reads (if this is the actual number, developers have suggested real-world performance appears to be much higher). Since most of the writing to the RAM can be done when a scene or level is loaded, the RAM usage would be very read heavy during properly coded games (and would be greatly optimized by the customized memory controller), meaning this 'bottleneck' may not be the huge issue you're making it out to be. You also aren't taking into account latency, which is a huge factor. Nintendo has said the memory system is very low latency, and developers have confirmed this in their praise of the memory architecture. The cache memory on the GPU and CPU's is also much larger and faster than that on the 360, meaning cache misses resulting in lost real-world FLOPS are greatly reduced or eliminated (and the OOOE on the CPU further reduces cache miss performance loss for CPU tasks, a major issue holding back the performance on the 360's CPU compared to its theoretical performance), another reason why a straight-line comparison is a moot point. Also, there is a more efficient, modern memory controller onboard (meaning the theoretical max is much closer to real-world, and that R/W optomizations are used to maximize bandwidth and cache usage, eliminating or greatly reducing the theoretical bottleneck you describe), as well as hardware texture compression that also goes against your point. Future 'ground-up' games for the system will prove me right.