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fatslob-:O said:
curl-6 said:

Yes it's great that you can store multiple render targets on the eDRAM but the performance you get ultimately comes down to how fast you can shade the surfaces in the frame and to do that you must fetch the material data that is stored in the main RAM and then pass it through a bunch of SIMD lanes to perform the pixel shading program. What shin'en is describing is a fine and dandy speed up of the lighting step in deferred rendering but what truly bogs down the graphics pipeline is the shading so the main RAM is still more important to the main process. 

The main performance hitch in Wii U games (besides a lack of optimization) doesn't so much seem to be heavy use of shaders as scenes with tons of AI/animations/physics going off at once, which comes back to its lower clocked CPU.

Bayo 2 vs the 360 version of Bayo 1 seems to be a fairly good representation of the two consoles; same resolution/AA setup, but the Wii U's RAM and GPU advantages net it larger and more detailed worlds, and v-sync.