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Just started reading this page. As far as the power draw is concerned it's quite meaningless if, as I've suspected for some time now, Latte is using an evolved TEV Unit. Wsippel has speculated that the odd 1:1 ratio of TMUs:ROPs could be explained by the 8 x TMUs not being TMUs but 8 x TEV Units instead, which could be interesting. I personally don't believe that to be the case however.

I'd say that it's more likely that the fixed function logic would be in the ALUs instead. It would explain why the ALU space is too large for a 160:8:8 GPU.

Either way, if the Wii U is using an evolved TEV Unit (and it would have to be an evolved one to avoid the problem that the Wii had with a nonstandard rendering pipeline making ports next to impossible) and fixed functions it would explain the low power draw.

We know that Nintendo were working closely with the likes of Epic, Crytek and Unity amongst others when designing the Wii U so you can be sure that they've fixed the problem that Hollywood had regarding porting games from the PS3 and 360.

If they've managed to sort that out and are using fixed functions then it will go some way to help mitigate the difference in power between the Wii U and the other 8th generation consoles. Fixed functions generate bugger all heat and are a great deal quicker to use than traditional programmable shaders.