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fatslob-:O said:
dahuman said:

LOL WHAT? They are both important, you can't think of it as the same thing as a PC to start with, if you look at how the circuit is laid out on the Wii U, then you'd know that all the memory are very close together so it's good for fast fetching and plenty for it to work with the 32MB eDRAM after compression is involved.

What's even more important is the main memory bandwidth in WII Us case. What's the problem with it thinking that it's like a PC ? All next gen consoles are literally dumbed down PCs much like the PS360 was. Fast fetching is nice and all but if I want to access a massive amount of textures ? (Something that is fairly limited by the main memory bandwidth.) Compression can only take you so far. 


I'm saying they are made differently, not that they function differently, PC has higher latency no matter what and we can offset that with high bandwidth, consoles are generally much faster at data fetching due to the way they are built (I can think of an exception or 2 but those were made pretty shitty). Texture compression will take you very far, especially on a hardware level and with a solution similar to Mega Textures or DX11.2's software/hardware solution, with all the RAM being so close together, if properly utilized, you will cap out the Wii U's GPU capabilities before running into memory speed problems if the Wii U GPU is where people are assuming it is at right now. Program codes don't take that much bandwidth or speed to run in the main RAM so that bandwidth wouldn't bottleneck execution speeds at all.