superchunk said:
CPU: (neXtBox ~ PS4 >> Wii U)
Wii U |
neXtBox |
PS4 |
IBM PowerPC Type 750
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AMD Fusion APU 4 Jaguar cores per cluster
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AMD Fusion APU 4 Jaguar cores per cluster
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Produced: 2012 Clock: 1.24GHz Cores: 3 (all for gaming) L1 cache: 32+32 KB/core L2 cache: 3MB shared L3 cache: none Threads: 1/core (2 instructions)
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Produced: 2013 Clock: 1.6GHz Cores: 8 (6 for gaming) L1 cache: 32+32 KB/core L2 cache: 2MB per cluster L3 cache: none Threads: 1/core |
Produced: 2013 Clock: 1.6GHz Cores: 8 (? for gaming) L1 cache: 32+32 KB/core L2 cache: 2MB per cluster L3 cache: none Threads: 1/core |
With WiiU finally being torn down and evidently hacked, the CPU is clear now. It is an enhanced Wii CPU. The clock is about twice as fast PER CORE and it has THREE cores vs Wii's ONE core. Along with that comes 12-times the cache. As compared to what is likely in the other next gen systems... clearly it will be below them by a significant amount.
MSony are essentially going to provide the same CPU within their overall APU design. However, this will not mean they are identical as each company will have tweaked various other items related to memory, bandwidth, etc.
However in the end, it appears we'll see a MSony CPU that is basically the same while WiiU lags far behind. Considering we're approaching a point where the GPU will be doing nearly all the work, this may not be as big of an issue for WiiU as it suggests.
For CPUs we're looking at: XBox 360 * 1.5 = WiiU * 4 = neXtBox ~ PS4.
GPU: (PS4 > neXtBox >> Wii U)
Wii U
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neXtBox
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PS4 |
AMD HD GPGPU - Custom design
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AMD HD 7XXX (approximation) "Southern Islands" technology |
AMD HD 7XXX (approximation) "Southern Islands" technology |
Produced: 2012 Memory: sub 64GB/s Clock core: 500MHz Clock Mem: ?? GFLOPS: 352 Pixel Fill Rate: ?? Texture Fill: ?? TDP: 25 to 35W (whole MCM)
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Produced: 2013 Memory: 64GB/s Clock core: 800MHz Clock Mem: 1GHz TFLOPS: 1.2 Pixel Fill Rate: ?? Texture Fill: ?? TDP: 75 to 100 (whole APU) |
Produced: 2013 Memory: 176GB/s Clock core: 800MHz Clock Mem: 1GHz TFLOPS: 1.84 Pixel Fill Rate: ?? Texture Fill: ?? TDP: 75 to 100 (whole APU) |
Nintendo has gone with a 100% custom chip design in order for them to create their MCM solution with a strong focus on efficiency and backwards compatibility. The end result is a design that is not like any standard AMD GPU, making it difficult to analyze. It does contain fast eDRAM (32MB + 2MB) and SRAM (1MB). Statements support the idea that it will utilize the same DX11 type features and technologies as its competitors, but it will be hampered by a far slower GPU and memory bandwidth.
MS appears to be going with a slightly smaller GPU (as compared with Sony) along with a slower memory pipeline and some sort of "Move Engine" that is believed to assist its data transfer speeds within the APU. It will go with general DD3 RAM and compliment that with 32MB of eSRAM. Being a Microsoft product, it will be utilizing 11.x varient of DirectX.
Sony is going with a more traditional PC-like approach in that its matching the GPU with actual GDDR5 RAM vs general purpose DDR3 RAM. It has 18 compute units (CU) in its southern islands based GPU. Like WiiU, this will be support DX11 type features and technologies.
For GPUs we're looking at: XBox 360 * 2 = WiiU * 5 = neXtBox * 1.5 = PS4.
Memory: (PS4 > neXtBox >> Wii U)
Wii U
|
neXtBox
|
PS4 |
2GB DDR3 12.8GB/s 1GB reserved for games |
8GB DDR3 68GB/s 5GB reserved for games |
8GB GDDR5 176GB/s 5GB to 7GB reserved for games |
This means that Sony has a clear advantage in RAM due to speed. While WiiU will be both far smaller and slower than both of its competitors. These differences are attempted to be included in the comparisons above for CPU/GPU.
Controls:
|
WiiU |
neXtBox |
PS4 |
Main Controller(s) |
Gamepad
- 6.2" HD touch screen
- Dynamic video based on position and game intent
- Ability to create mobile sensor for Wiimotes
- Mic and Speaker + headphone connection
- Dual analog, four face buttons, four shoulder buttons
- Rumble
- Ability to play games/video without use of TV
- Rechargeable built-in battery
- WiFi (802.11n 5GHz band)
- NFC
- TV/Cable/Sat/DVR remote
Wireless Pro Controller
- Dual analog, four face buttons, four shoulder buttons
- Rumble
- Rechargeable built-in battery
- Bluetooth
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Xbox One Controller
- Dual analog, four face buttons, four shoulder buttons
- Rumble
- 2*AA battery
- Bluetooth
- Connection port for headset/charging
- Home button, Split/Snap screen button, Optons button
Kinect 2.0
- Packed in with every system
- HD Wide angle camera allowing up to 4 active players.
- More precise visual capabilities
- Better voice controls
|
Dual Shock 4
- Dual analog, four face buttons, four shoulder buttons
- Rumble
- Rechargeable built-in battery
- Bluetooth
- Touchpad
- Speaker
- Headphone connection
- "Move" embedded light
- "Share" button
- "Options" button (used in place of start/select)
PS Eye
- Packed in with every system
- 3D View
- Enhanced video and audio capabilities
- Now interacts with Move and DualShock4 controllers.
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Secondary |
All Wii controls
- Wiimote (plus and regular)
- Nunchuk
- Balance Board
- Classic Controller (pro and regular)
Tablet/Phone/Internet
- Interoperability with any smartphone or tablet for MiiVerse, eShop, etc types of interaction. (Don't believe this is gameplay related)
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SmartGlass
- Interoperability with any tablet/smartphone for full dashboard, shop, communications, and probably limited gameplay.
- Could provide many features similar to WiiU gamepad where sticks and buttons are not required.
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Vita
- Remote play via home network or internet.
- Base OS feature, no special game developer work except mapping of Vita controls.
Move
- Doesn't appear to have changed.
Tablet/Phone/Internet
- Interoperability with any tablet/smartphone for full dashboard, PSN shop, communications, Playstation social networking.
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