I don't know why so many of you are surprised by the lack of specific detail. This is all I expected them to announce.
VGChartz
I don't know why so many of you are surprised by the lack of specific detail. This is all I expected them to announce.
VGChartz
Generally graphics get better on hardware the further into the lifecycle you are. The developers seem to take time to figure out the best way to code for the system, so I'm sure games will look better as we go. Regardless I'm sure the Wii U is more powerful/capable than the current gen systems, but I guess we will have to see how it compares to the 720/PS4
DieAppleDie said: ^^^ but this is well known info, and the title also leads to confusion since specs havent been released another sybiline trolling i guess...i hope U enjoy it |
What DOESN'T count as trolling to you?
-_-
On the very same link in the comments section-
WiiU Spec
Main Application Processor
PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.
Main Memory
Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video
Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.
Features
Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio
Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.
Networking
802.11 b/g/n Wifi.
Peripherals
2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.
Built-in Storage
512MB SLC NAND for System.
8GB MLC NAND for Applications.
Host PC Bridge
Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.
Source: NeoGaf
This information was given at the last e3. We already knew who was making the GPU and CPU. This doesn't tell anyone anything new.
pezus said:
Thanks! Added to OP |
So...as a PC master, what are your thoughts on these target specs?
pezus said:
Look at the OP now. A decent amount of RAM, don't know much about that CPU, but only 8GB of internal storage? This is looking like a $249-$299 machine. |
I imagine 1.5 GB of RAM is very disappointing to a few developers
And so it is concrete! >:D
e=mc^2
Gaming on: PS4 Pro, Switch, SNES Mini, Wii U, PC (i5-7400, GTX 1060)
Is that how it's going to be between us pezus? Very well.
So be it.
Sounds about twice as powerful as PS360, on average. Hope to see great graphics from their hardcore 1st party offerings.
The Cell Broadband Engine is still the more powerful CPU on consoles though, so that's something Sony fans can boast :P