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forethought14 said:
fatslob-:O said:

It's just that PS4/X1 will make it easier to do gpgpu compared the WII U becaause it has an even more modernized shaders.

Probably, but you're making it seem like it will be virtually useless on Wii U, and that's just not the case at all. It may have been difficult to do it on 360 but it's sure much better on Wii U, and it's not as awkward as you think when you code only for the console, rather...code to the metal.

ninjablade said:

lol the best part is the DF article makes the wiiu have double the amount of shaders when in reality the wiiu is most likely a 160sp gpu.

Not that I disagree with that, but one thing that has bugged me all this time about this 160 hypothesis, is the fact that the GPU (if measurements are right) has over 700 million transistors, and that's excluding the eDRAM. A GPU with 3 times the transistors of the 360 Xenos only to be on par with it or just a tad better, that doesn't make sense AT ALL. Either it doesn't have less, or it has 160 and they are heavily modified with very efficient components. You're making it seem like it's simply a 360 + newer stuff and that's it. No, it's not, it's much more than that. If you talk this big about something, you had better have good means of explanation, because you haven't been saying anything new to explain much. 

Just so you know, we will likely never know the true number of shaders, that's not in documentation at all. 

I'm not saying it will be useless but it's just that VLIW is known to have alot of shaders to stalls on compute tasks and if I remember correctly the xbox 360 did introduce unified shaders but they weren't very programmable compared to the WII U because fully programmable graphics pipelines were only introduced in the DirectX10 days so I don't think the 360 was capable on alot of gpgpu workloads. BTW gpgpu is still awkward even to alot of game developers. 

If I were you I would ignore ninjablade.