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fatslob-:O said:

You can do it now. I don't think he's going to reply

You do realize that doing gpgpu is awkward on a VLIW architecture, right ? (What's more is that it's awkward for alot of developers.)

And what's more is that gameplay physics is best done on a cpu that depends on floating point power so does this mean that the WII U won't have alot of rigid body physics ?

BOLDED PART Dude, I'm not on here 24/7. I may be logged in, but that doesn't mean I'm browsing the forums. Be patient.

Developers have just not have needed to use it much on VLIW considering how it wasn't used extensively on the 360, and it's the opposite need for PS3, where the CPU there is used to aid the RSX (and that had a different architectrue). GPGPU has been used in the 360, though it wasn't needed too much for those tasks, since the CPU had enough float point performance for what they needed. With Wii U, it's likely much easier to use because the architecture is newer. If it's documented well enough ("well" being used here is relative, since I've heard of terrible documentation  before launch) then it shouldn't be a problem.

And yes, generally there are some things that are best done on the CPU, which I do agree that Nintendo should have at least implimented some more modern SIMD instructions, but don't count out GPGPU. It's not its savior, but it will certainly help, just as PS4/X1 will need to rely on it as well.