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fatslob-:O said:
megafenix said:
fatslob-:O said:
megafenix said:
fatslob-:O said:
megafenix said:
fatslob-:O said:
megafenix said:
ports will always make thw wii u to underpeform unless the developers change te source code to reallocate resources from main ram to cache or edram, and of course, they also have to leave the sound process to the dsp and use the other core of the wii u cpu for other job to speed up things

of course this takes time and effort and must of the dont ,mind doing it

This sounds like damage control for the WII U. 

If the WII U truly had more "power" these ports wouldn't be struggling because a game will automatically take advantage of more powerful hardware such as the PC. It wouldn't take any effort whatsoever if the hardware was truly more powerful. 

Clearly the WII U fails to provide the much needed bandwidth, fillrate, and processing power for games like COD and batman. 

it5 doesnt really matter how powerful it is if the source code doesnt take profit of the system

the port comes fro xbox, so what the source code takes into account?

only 1 mega of cache

only 10 megas of cache

 

even if wiiu has triple of that, the source code doesnt use it since its a port of xbox, all what could have been fitted on teh extra cache and edram does directky to main ram sicne the source code tells the system to do so

 

so, to sollve it, developers have to reallocate the resources, but mmust of them dont mind since are in a hurry

 

ps4 doesnt have to struggle with this since doesnt have edram, just a big gddr5 main ram, so no matter hopw lazy the developers are, the possibility of making a crap port is very unlikely

You need to understand that there are more factors to a games performance rather than memory usage! 

It is not the usage of memory alone that makes the game performs better. There are other things like fillrate which determine how fast it takes to write textures to a surface and how many pixels it can push out or the processing power required to calculate animations and lighting as well but all of those don't matter if it is under utilizied by low bandwidth either. 

The WII U has clearly demonstrated a lack of these elements altogether in some games shown. 

 

you understimate edram to much, unlike xbox, its not just for framebuffer, wiiu has edram also for textures, doing intensive cpu works though l3 cache, etc

 

the problem is that when developers dont make good use of the edram and use to much ram, the main ram bottleneck the gpu and cpu capailities, tahts whats going on

 

imagine an hd8800 with only 128 megabytes of vram

does it matter?cant we just rely on the main ram?

I'll say it one more time and never again in this thread. You cannot rely the eDRAM everytime becuase it is only used for caching frequently accessed data. There will be a time where the eDRAM misses and that's when the WII U is going to have to access the main memory and only the main memory. The WII U cannot by fed with just 32MB of data, it needs more than that and accessing the main memory is important for that operation. 

There are other bottlenecks in the WII U such as the fillrates and processing power too! The WII U is theoretically all around weaker than the PS360!


didnt you read eyeofcore quote?

is more than just for caching, in fact, did you know that gpus already have small caches for tmus and spus?

how big you think they are?

here is a clue

16kb,64kb, 8kb

compare those caches with the 32 megabytes of edram and is like comparing cpu cache with mainn ram

here

http://hdwarriors.com/why-the-wii-u-is-probably-more-capable-than-you-think-it-is/

"

The easiest way that I can explain this is that when you take each unit of time that the Wii U eDRAM can do work with separate tasks as compared to the 1 Gigabyte of slower RAM, the amount of actual Megabytes of RAM that exist during the same time frame is superior with the eDRAM, regardless of the fact that the size and number applied makes the 1 Gigabyte of DDR3 RAM seem larger. These are units of both time and space. Fast eDRAM that can be used at a speed more useful to the CPU and GPU have certain advantages, that when exploited, give the console great gains in performance.

The eDRAM of the Wii U is embedded right onto the chip logic, which for most intent and purposes negates the classic In/Out bottleneck that developers have faced in the past as well. Reading and writing directly in regard to all of the chips on the Multi Chip Module as instructed.

"

 

stop playing dumb dude, i have been reading everyones quotes unlike you, you just here yourself, talking with you feels like talking to the wall, i go back to the previous posts and read eyeofcore again

 

your statement has already been kicked out twice by shinen with the same line

you want to make the sae statement and me or anyone else use shinen statement counter attack a third time?

Then why don't you go and prove that it ain't a cache! The WII Us eDRAM fits that description PERFECTLY, clown. The purpose of a cache is to store data to be locally accessed by processing units. Geez I'm getting tired of having to point out flaws in your statements for frauds like yourself.

Why don't you go sign yourself up at anandtech to talk about about the subject at hand. This is obviously the wrong place to do it seeing as how you'll only get more frauds like Wyrdness to agree with you. I digress that you'll also be labeled as a jester too seeing as how eyeofcore got called out by alot of tech heads in there. 


you can use it as you want, framebuffer, texture, etc

those 32megabytes can be used for a lot of things

cache in gpu terms, is more like talking about 8kb,16kb or 64kb

want me to prove my point?

if i do you will have to stop saying bulllshit

i warn you, i have the back up right under my pocket, and ati is in the logo