Lol, even if true, they wouldn't have begun mass-priducing the chips yet, anyway. This is bull. :P
Nintendo Network ID: Cheebee 3DS Code: 2320 - 6113 - 9046



Lol, even if true, they wouldn't have begun mass-priducing the chips yet, anyway. This is bull. :P
Nintendo Network ID: Cheebee 3DS Code: 2320 - 6113 - 9046



2011 - Doubt it.
2012 - Highly Possible
2013 - No doubt about it
"To play or not to play, that is the question."- A wise man
Lifetime sales prediction
Wii 79/150 million
Xbox 360 47.7/73 Million
PS3 43.6/69 Million
if it's already in mass production, i doubt it's wii2 as we heard nothing about it. more likely it's psp2
| Soleron said: Since the GPU is extremely likely to be AMD (has been last three times and there's only two options for console graphics), I was hoping for some sort of Fusion (AMD CPU and GPU on one die) which would save a lot of money (MS and Sony did this on their consoles later on). Abandoning POWER used in GC and Wii's CPU means that Wii 2 will be harder to transition to for third parties. It better be worth it to get the quad-core ARM. Though power efficiency will be extremely good as a result, probably less than the Wii. Nintendo never design for performance, it's always for cost. |
"When the developers said that they had hard times in order to get the expected performance, it actually has something to do with what Mr. Miyamoto said right now, namely, he prefers to have a machine which can yield stable performance. This is something both Mr. Miyamoto and I had a challenging time with as software developers, so maybe this is not a pleasing subject for Mr. Takeda, but we did experience a lot of hardships when working on Nintendo 64."
" And then, after we have incorporated everything, we find that the software does not work. When just one designer, be it Mr. Miyamoto, me or someone else, did some extra effort in order to make slightly better graphics, the total frame rate greatly decreased. Such things happened, and we had a hard time dealing with them. The biggest trouble with Nintendo 64 was, when something unexpected happened, we could not tell why it had happened. At one time, the system was working just fine, but at some other time, the anticipated performance could not be generated. When we happened to be able to make it right, it was very quick, say, something like a tuned-up sports car, which could not show its maximum performance otherwise. That lesson we learned from Nintendo 64 was taken into consideration when we designed Nintendo GameCube, and the learning through the development of this hardware was there when we designed Wii. The developers have been able to take advantage of the performance of Wii for such a long period of time since it was launched, and this fact must have something to do with how Mr. Takeda and the other hardware developers have made the most of the experiences and expertise they have learned from Nintendo 64, and Nintendo, as an organization, has recognized the importance of a machine for which software developers can always expect stable performance from the hardware."
http://www.nintendo.co.jp/ir/en/library/events/101029qa/03.html
From Iwata himself.
Now the platform which can offer them the best consistancy is probably X86 for the CPU and from that the GPU can be tuned to work well within the programming environment. This is especially the case when the development machines are all compatible with the programs designed for the console.
Tease.
I'd be pretty dissapointed if they used an Armada CPU, they are pretty weak even by last generation standards. On their website it's a processor designed for digital picture frames, netbooks, and smartphones. Indicating that it's more likely to be PSP2.
Yeah, honestly I think anything ARM based is pretty unlikely. Plus, we had that hint from IBM already that they'd be working on the Wii 2 CPU...
Squilliam said:
From Iwata himself. Now the platform which can offer them the best consistancy is probably X86 for the CPU and from that the GPU can be tuned to work well within the programming environment. This is especially the case when the development machines are all compatible with the programs designed for the console. |
What does "stable" mean here? It's either a poor translation or something I just don't get. If it means good-enough performance then OK. But what if it means "performs well under a range of tasks"?
I'll revise what I said to - NIntendo designs for maximum performance within reasonable cost, power and integrity constraints. Compared to MS and Sony with X360/PS3/PSP, who designed for performance above all else and came out with initially expensive and power-hungry consoles that (in MS's case) had hardware issues. Of course those issues were fixed in later revisions.
Soleron said:
What does "stable" mean here? It's either a poor translation or something I just don't get. If it means good-enough performance then OK. But what if it means "performs well under a range of tasks"? I'll revise what I said to - NIntendo designs for maximum performance within reasonable cost, power and integrity constraints. Compared to MS and Sony with X360/PS3/PSP, who designed for performance above all else and came out with initially expensive and power-hungry consoles that (in MS's case) had hardware issues. Of course those issues were fixed in later revisions. |
Probably something like consistant, repeatable and with few corner cases which tank performance. A system where they have to massage and baby sit to extract performance like for instance the PS3 is probably not going to be their next system.
Tease.
Quad core?
Does it means it doesn't stand a chance against the C3LL?
I've been saying the follow-up to the Wii probably coming or to be announced in 2011 since E3.
With Kinect and Move both launching successfully, the Wii is very quickly going to lose what remains of it's luster. Kinect is pretty rad so far. I have to admit it.