z101 said:
We don't know on which GPU the Wii U GPU is based and we don't know how this GPU is tweaked. But the rough technical data we know looks more like DX11/OpenGL3 than DX10.1/OpenGL2.1.
The tesselation unit in the basic R700 is not as flexible as in actual high-tech GPUs but far above the one in the Xbox360 that is based on an trimmed down R500.
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it's faster but the V2 tessellator which added DX11 support wasn't added until the R800 architecture as far as I know.
all those features on that sheet are basicaly the same as any R700 GPU http://www.amd.com/us/products/desktop/graphics/ati-radeon-hd-4000/hd-4350/Pages/ati-radeon-hd-4300-specifications.aspx
HD 4600 Series GPU Specifications
Unified Superscalar Shader Architecture
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets (MRTs) with anti-aliasing support
Independent blend modes per render target
Pixel coverage sample masking
Double-sided hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression (up to 128:1)
2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel)
sRGB filtering (gamma/degamma)
Programmable tessellation unit
Stream processing (an early GPGPU (AKA Compute Shader) solution doesn't technically meet DX11 spec but can basically do the same thing)
VS
Wii U GPU
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
Up looks about the same to me, seems like any modifications are minor (other than the 32MB high-bandwidth eDRAM) and suggests nothing towards it being DX11