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Forums - Nintendo - Wii U has “capability issues” due to single processor,says VentureBeat’s Takahashi

why is this guys opinion relevant?
i mean, i couldnt care less about this guys opinion...



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Significant_leap said:
why is this guys opinion relevant?
i mean, i couldnt care less about this guys opinion...


At least, if he was a developer of a studio that was actually working with Wii U, I would care about his opinion. But it's not the case, so...



bananaking21 said:
JEMC said:
Just to clarify, what does he mean with "single processor"? Is he talking about the CPU, the GPU or another thing?


i think he means single processor as on single proccessing unit just in the Wii U, and nothing in the Wii U controller. i dont think he ment single core

While that makes a little more sense, it's a big mistake to call it "single processor" from someone working on a tech site.



Please excuse my bad English.

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Under-powered hardware won't bother me at all, and those who are bothered shouldn't care about Nintendo consoles in the first place. All Nintendo need to do is to cut down the graphics in multiplayer which shouldn't be a problem.


Oh, well...



JEMC said:
Soleron said:
JEMC said:
Just to clarify, what does he mean with "single processor"? Is he talking about the CPU, the GPU or another thing?

I don't think he understands technology at all.

--

Rendering to two screens is as hard as rendering to one screen with twice the resolution or framerate, and the tablet screen is optional much like the second screen on the DS was. Number of cores/GPUs doesn't come into it; game devs can just have the tablet screen blank if they want to make the TV screen look better.

Thanks for the answer.

I asked that because the console only has 1 CPU, but it has 3 cores so he couldn't be talking about it, and given that most WiiU games will be 720p on the TV and the screen of the gamepad probably isn't HD, the GPU shouldn't have a problem dealing with them, at least for now.

I think he meant that since the tablet controller has no on board CPU and instead streams all video directly from the hardware, the Wii U's CPU is essentially doing double duty, though I can't really imagine the workload being that much more.  This is more of a RAM issue, and the Wii U is alleged to have at least 1.5GB, with up to 512MB dedicated to the OS and multitasking.  A multithread tri-core processor like what the Wii U is rumored to have should have no problem handling the work load.



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.

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Soleron said:
JEMC said:
Just to clarify, what does he mean with "single processor"? Is he talking about the CPU, the GPU or another thing?

I don't think he understands technology at all.

--

Rendering to two screens is as hard as rendering to one screen with twice the resolution or framerate, and the tablet screen is optional much like the second screen on the DS was. Number of cores/GPUs doesn't come into it; game devs can just have the tablet screen blank if they want to make the TV screen look better.


Not exactly.  For most games, almost all of the games' non-drawing functionality will only need to be done once, and will be handled by the CPU (Physics, AI, Animation, script processing, etc) Depending on how the 2nd screen is used, some optimization code may need to be done multiple times (LOD calculations, etc)

How much time it takes to render what is on the screen depends on a number of factors, such as Number of polygons, number of shader runs per vertex, number of fragment shaders per fragment, and screen resolution.  For a game with highly complex 3d graphics rendering on the screen (ala using the screen a a viewport into the game world) this could take a fair amount of time on the GPU to render.  However, a lot of the overhead (loading shader code, loading textures, etc) could be shared by both screens and so even in the most complex of cases, rendering to 2 screens will not be equal to rendering to one screen twice.



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for example, almost all lighting other than specular lighting will be view independent, so smart developers should be able to run a lot of those calculations only once.



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drkohler said:
Aielyn said:
And who is this "Takahashi" from "VentureBeat"? ...

In short, don't pay any attention. This guy is even lower on the hierarchy of relevant opinions than analysts... ..

For somebody who doesn't seem to have the slightest clue about the technologies involved - judging from your "explanation", you do sound mighty convinced about yourself.

There is a significant bottleneck involved when rendering multiple screens on a single cpu <-> single gpu path, but that complexity is to broad to discuss here. Unfortunately this time, the analyst is completely correct in his assumptions and you are not.

To my mind it seems no different than splitscreen multiplayer. The game doesn't have to render two completely separate events unless the two players are in completely separate areas, but rather simply is watching the same event unfold from a different camera, which is merely a drain on resolution/framerate, which is also similar to the 3D on 3DS problems.



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kanageddaamen said:
...


Not exactly.  For most games, almost all of the games' non-drawing functionality will only need to be done once, and will be handled by the CPU (Physics, AI, Animation, script processing, etc) Depending on how the 2nd screen is used, some optimization code may need to be done multiple times (LOD calculations, etc)

How much time it takes to render what is on the screen depends on a number of factors, such as Number of polygons, number of shader runs per vertex, number of fragment shaders per fragment, and screen resolution.  For a game with highly complex 3d graphics rendering on the screen (ala using the screen a a viewport into the game world) this could take a fair amount of time on the GPU to render.  However, a lot of the overhead (loading shader code, loading textures, etc) could be shared by both screens and so even in the most complex of cases, rendering to 2 screens will not be equal to rendering to one screen twice.

I already said if it was blank that wasn't more work. Since the drawing is rendered with the same complexity it's 2x the work and this is already accounted for.



Just an association I got, but does anyone know the name of a gaming journalist who was known for being very pro-X360 and who also had a Japanese name?