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curl-6 said:
fatslob-:O said:
curl-6 said:

Shin'en have already confirmed the GPU as being several generations (GPU generations, obviously) ahead of PS3/360. 

http://www.nintendolife.com/news/2013/05/shinen_wii_u_has_enough_power_for_years_to_come_gpu_is_several_generations_ahead_of_current_consoles

And the OP already addressed the slower RAM issue; "Theoretical RAM bandwidth in a system doesn’t tell you too much because GPU caching will hide a lot of this latency."

Having more than 3 times as much eDRAM as 360 also alleviates the issue, because you can use that for things that require fast RAM access.

Sure the GPU can do more shader operations and output a little higher primitives for better character models and evironments but it doesn't beat the PS3 in texture fillrates.

GPU caches can only do so much plus microsoft tried to apply the same situation but look what happened to them. Eventually the GPU will need to access the main memory and it ain't gonna be pretty plus the wii u can't always depend that eDRAM to always have that piece of data considering that it can only cache about 32mb a time.

Storing textures on the eDRAM is out of the the question unless they attempt to use tiled deferred rendering.

What's your source for the PS3 GPU having better fillrate?

The 360 ran into eDRAM problems because 10MB simply wasn't enough; you frequently had to render in multiple passes or in sub-HD resolutions. The Wii U has 32MB of eDRAM, so it won't sufer the same issues.

It's based on the fact that chipworks took a die shot and digital foundry did an analysis on it. http://www.eurogamer.net/articles/df-hardware-wii-u-graphics-power-finally-revealed

The similarities to the AMD RV770 basically means it has 16 TMU's compared to the PS3's 24 TMU's. 

Like I said these small caches are fine if you attempt tiled rendering(software wise ofcourse).