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fatslob-:O said:

curl-6 said:

 

Tiling still wasn't as good as actually having the space.

32 mb isn't a whole lot either sooo  it really doesn't do much in the grand scheme of things compared to having 8 extra ROPs ...

And again, both Shin'en and the dev from the Eurogamer article stated that memory bandwidth was not an issue. Plus, it didn't stop Need for Speed and Trine 2 using better-than-PS360 textures.

 

Shin'en has never clarified the bottleneck of the WII U ... They have only spoken about it's strengths and not the weaknesses. Those games had better mip mapping to mitigate the bandwidth weaknesses and they weren't much better than the last generation HD twins.



32MB is still over thee times more than 10MB. Instead of just being a framebuffer, Wii U's eDRAM is available for other tasks requiring fast memory, like some GPU writes and CPU-intense work.

"Theoretical RAM bandwidth in a system doesn’t tell you too much because GPU caching will hide a lot of this latency" -Shin'en on RAM bandwith not being a bottleneck.

"This wasn't really a problem for us. The GPU could fetch data rapidly with minimal stalls (via the EDRAM) and we could efficiently pre-fetch" - Dev from the Eurogamer article on the same thing.

Trine 2 improvements:

-       Textures

-       Normal map compression

-       Anti-aliasing

-       Locked screen resolution

-       Physics

-       Water effects

 

Need for Speed improvements:

-       Textures

-       Reflection mapping

-       Framerate