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Gaming - Bayoneta Wii U-PS3 - View Post

curl-6 said:
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

It's best suited to just being a framebuffer ... Why would the CPU need that much bandwidth when it only has a 64 bit wide SIMD engine ?

As for your second account that doesn't matter because GPUs are meant to work on large data sets therefore having more bandwidth is beneficial than lower access times. Despite the fact that the xbox one can cache it's data faster it's still gets thrashed hard by the PS4.