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Chasesdaddy84 said:
PigPen said:
lucidium said:
PigPen said:
I'm glad Nintendo went with the IBM PowerPC, which I have reasons. Now I don't know how true it is, but I have read a article somewhere saying the PS4 is almost maxed out.

Developers were saying that about games a few years into the 360 and ps3 life cycles, mostly as a pr move.

you can write a crude program to do nothing but create random strings constantly, it will rape the cpu and gpu compute, throw in some dense shader and it will be using up the entire systems resources, thus, "maxing it out" but what you see on screen will be neigh on worthless.

theres a difference between maxing out hardware, and making the most of hardware EFFICIENTLY.

Something tells me you don't know what you're talking about (it's a hunch).  I will say this though, we all know the Wii U looks weak on paper compared to the XBOne & PS4.  I read that the way the Wii U was designed it punches above its weight.  Shin'en says the Wii U is several generations ahead of the X360 & PS3.  Retro says the Wii U is a powerhouse and developers shouldn't overlook it.  Sony loyalist is quick to defend the PS4  which I would think twice about given Sony's track record.  It will be real funny if the Wii U is more powerful, because devs are not aloud to speak on it.

Is this for real? Or are you pulling our leg? It would be really funny if the Wii U is more powerful than the PS4... It would also be a little weird considering it's not possible. Maybe in an alternate universe? lol

BUt I agree it's a little more powerful than it's given credit... but it's a much smaller leap over PS3 and 360 than XOne and PS4 are. They are all Next Gen. The PS4 is the unquestioned most powerful, the XOne almost right beside it but a tiny step down and the Wii U holds its own a little ways behind the XOne. It's pretty much just like the PS3, 360, and Wii. Except the Wii U  might be closer to the other 2 this gen than the Wii was. 

I don't understand why we have to debate this anyways. There is already some awesome games for Wii U and they are great looking and fun. Shouldn't it end there? Isn't that enough? 

 

actualy, the leap from xbone to ps4 is almost the step from wii u to xbone in raw numbers

wii u has about 400 to 550gigaflops, xbone has 1.2 teras and ps4 has 1.8 teras

you can see that wii u is like 600 or 700 gigaflops step away from xbone and xbone is 600 gigaflops step back from ps4

 

wii u its like the dreamcast or ps2 up againt the gamecube and xbox in raw numbers

 

but as explained before the true power behind the wiiu and xbone is the tesselation if they use the embeded memory for that, vertex texture fetches can now be stored on edram and so performance improves lots of times

 

 

plus, you also save lots of memory

 

 

akthough xbox 360 had tesselator, the tesselation was limited back then and also had very few performance

here

 

 

wiiu may have started in the rv770, but obviously since its customized should be on par with the hd5000 or 6000, after all these gpus arent that different to the rv770, in fact are like optimized rv770 with some additional features, but architecture and simd and all stuff remains basically the same, the major changes were removal of interpolators cause amd said they were a perfromance limit in the rv770nd now interpolation is done throug the stream cores, there was an increase on internal memory bandwidth on the gpu,  for example L1 texture chaches have about 1 terabyte of bandwidth each(hd4000 had 480GB/s), and there is a l1 texture cache per simd core, also local data shares on rv770 had 1 terabyte of bandwidth and now was increased to 2terabytes of bandwidth on hd5000

 

here
http://developer.amd.com/wordpress/media/2012/10/WileyAuthoringforTessellation.pdf

"
The first and most obvious benefit of real-time tessellation and 
displacement mapping is the dramatic increase in visual 
quality. Tessellation in conjunction with displacement mapping 
eliminates one of the last hurdles towards achieving cinematic 
quality visuals in games.Film has been using this technique 
for years in order to provide animators with manageable 
meshes to work with during the animation portion of 
development while still providing the highest quality results at 
render time. This technique eliminates polygonal artifacts and 
provides highly detailed, smooth internal and external 
silhouettes.

Another slightly less obvious benefit of this technique is the 
effect that it has on your memory footprint. Essentially, you 
can think of real-time tessellation and displacement mapping 
as an effective form of geometry compression. This technique 
utilizes the same art assets as conventional rendering with the 
only additional storage requirement being the 16 bit 
displacement map. If we take the Froblin character as an 
example we see that the memory footprint for the low 
resolution mesh and 2k x 2k 16 bit displacement map 
requiring about 10 megabytes of video memory. This is 
compared to the 450 megabytes of video memory that would 
be required to render the high resolution Froblin model that 
weighs in at around 15 million triangles. So, for just a 
modest increase in memory footprint, we are able to 
dramatically increase the total polycount and visual detail of 
the render mesh when using this technique.

Another less obvious benefit of this technique is in animation 
quality. Transforming the low resolution mesh is faster than 
attempting to transform the high resolution equivalent. This 
means that we get better animation performance. Also, as we 
just saw in the previous slide, we are storing exponentially 
fewer vertices in video memory. This means that we are able 
to store more data per vertex. What this provides us, for 
example, is the ability to increase skinning quality by being 
able to store more influences per vertex. This would also 
allows us to store a much larger library of morph targets for 
better facial animation, etc

Performanceis yet another benefit of real-time tessellation and displacement mapping.You can see here that when implemented with multipassrendering and vertex compression we are able to render over 400 times as many polygons while only taking a 33 frames per second or 30 percent performance hit when compared to rendering only the corresponding low polygon mesh. That is a pretty good trade off.
"

 

of course that since micro wants to be as close as possible to the native 1080p, the esram is being squeezed just for framebuffer,  200GB/s of bandwidth, even with the adventage of no refreshing and latecny you still are using to much of the esram for framebuffer close to 1080p

 

nitnedo on the other hand wants to stay on 720p to both save up gpu power and also use less edram bandwith(563.2GB/s to 1 terabyte of bandwidth) on framebuffer, therefore it can use it for vertex fetch data, tesselation+ dispalcements, etc

 

JUST HOPE MORE AND MORE GAMES start to take profit on tessealtion for wiiu

 

 

 


 

 

 

i wonder if mario kart for wiiu uses a bit of tesselation in some areas?

 

not sure though, but that statue looks really detailed