fatslob-:O said:
@Bold LOL that thing isn't anything like Brazos or Llano otherwise why is the CPU and GPU separate compared to those processors having their GPU's integrated on the die. What part of "tessellation and depth of field aren't automatically handled by the WII U's API" this time did you not understand. I said that every developer would need to impliment their own solutions by modifying the engine to allow such features. |
Have a look at the die shot comparisons in the Latte thread on Gaf and all will become clear. It looks nothing like an R700. The closest in terms of the layout of transistors is Brazos.
And we have no idea how depth of field, HDR are handled with Latte. If they are handled by an evolved TEV Unit developers would have two choices - using the fixed functions or use valuable shaders to implement their own. Going by analysis on Gaf we're probably looking at 160-320 of them which isn't a great deal.
Nintendo must have made steps in an attempt to bridge the gap in power between the Wii U, PS4 and One and fixed functions fit the bill. There's a great deal about Latte that's a complete mystery.