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fatslob-:O said:
megafenix said:
fatslob-:O said:
Darc Requiem said:
drkohler said:
Oh look, it's MisterXMedia all over again. Didn't know there is such a moron in the WiiU camp, too..
And yes, 550MHz*1024bit is 560 gigaBITS/s, NOT gigaBYTES/s....


I thought something was fishy. According to his calculations wouldn't the bandwith of the Wii U's EDRAM be 74GB/s ?

It is but when you have liars like megafenix spreading misinformation to the ill informed this happens ...

 

liers ike youself right?

t official source abput the 256gb/s besides the ones i mentiond?

how about someone from micro itself?

http://www.cis.upenn.edu/~milom/cis501-Fall08/papers/xbox-system.pdf

 

when we have trollers like you this place stink

Like I said, "interconnect bandwidth means jack shit". What part do you not understand ? 

 

bandwidth is important more than you think, if not why would AMD and nvidia increase the internal bandwidth of the gpu  generation?

is imprtant for many things like vertext texture fetches and other things, and i dot say this, its expert people on the topic, like people from nvidia

 

but if you at least read the whole article from gaming blend you will see that he doesnt say this himeself but that consulted people for this

 

want their comments?

here

http://developer.amd.com/wordpress/media/2012/10/Tatarchuk-Tessellation(EG2007).pdf

"

Meshes are Expensive Beasts!

•Want to express more and more details

Complex, rich worlds of recent games require detailed characters

Shading has evolved tremendously in the recent years

•Meshes are a pricey representation

Need to store a lot of data (positions, 

uv

s, animation)

•Vertex transform cost is incurred 

regardless of how close the object is 

to the viewer

Expensive for complex shaders or animated / detailed objects

•Novel GPUs’ unified shader archit

ecture has much more efficient 

geometric processing

But memory storage and fetch bandwidth is still a big concern

Especially for animation 

Large meshes cause less vertex cache reuse

"

 

 

 

We would like to change that now!

Both must manage details for stable performance 

Bring tessellation techniques

 from film in real time 

rendering scenarios

• Takes advantage of highly efficient tessellation HW and 

memory bandwidth of ATI Radeon HD 2000 Series

• Fast displacement mapping and animation

 

"

 

or do you prefer nvidia?