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Forums - Nintendo Discussion - Lets End The Vita+Wii U Doom Threads Now! Post Lifetime Sales For Both and I'll Post It In The OP!

Kaizar said:

Even if the 3DS only had 2 cores, it is still post processing way more in each camera despite using 2 cameras at once and doing 3D auto-focus for its photos, so clearly the 3DS is processing much more. ANd the 3DS is the only handheld video game system to be built entirely around the battery, which explains a bit.

Nintendo AMR11 is a 4-core CPU as I showed in one of my threads. Not only is this mention in the difference between Nintendo ARM9 & Nintendo ARM11, but I also posted the names of all 4 cores of the ARM11 CPU.

I'm sorry to be the one to have to tell you this, but you don't know what you're talking about.



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curl-6 said:
Kaizar said:

Even if the 3DS only had 2 cores, it is still post processing way more in each camera despite using 2 cameras at once and doing 3D auto-focus for its photos, so clearly the 3DS is processing much more. ANd the 3DS is the only handheld video game system to be built entirely around the battery, which explains a bit.

Nintendo AMR11 is a 4-core CPU as I showed in one of my threads. Not only is this mention in the difference between Nintendo ARM9 & Nintendo ARM11, but I also posted the names of all 4 cores of the ARM11 CPU.

I'm sorry to be the one to have to tell you this, but you don't know what you're talking about.

He is so out of touch with reality that I started to think he knows it and is just having fun. I don't want to think anything else really.



michael_stutzer said:

Kaizar said:

Even if the 3DS only had 2 cores, it is still post processing way more in each camera despite using 2 cameras at once and doing 3D auto-focus for its photos, so clearly the 3DS is processing much more. ANd the 3DS is the only handheld video game system to be built entirely around the battery, which explains a bit.

Nintendo AMR11 is a 4-core CPU as I showed in one of my threads. Not only is this mention in the difference between Nintendo ARM9 & Nintendo ARM11, but I also posted the names of all 4 cores of the ARM11 CPU.



He is so out of touch with reality that I started to think he knows it and is just having fun. I don't want to think anything else really.


ARM11

 

Differences from ARM9

In terms of instruction set, the ARM11 builds on the preceding ARM9 generation. It incorporates all ARM926EJ-S features and adds the ARMv6 instructions for media support (SIMD) and accelerating IRQ response.

Microarchitecture improvements in ARM11 cores include:

  • SIMD instructions which can double MPEG-4 and audio digital signal processing algorithm speed
  • Cache is physically addressed, solving many cache aliasing problems and reducing context switch overhead
  • Unaligned and mixed-endian data access is supported
  • Reduced heat production and lower overheating risk
  • Redesigned pipeline, supporting faster clock speeds (target up to 1 GHz)
    • Longer: 8 (vs 5) stages
    • Out-of-order completion for some operations (e.g. stores)
    • Dynamic branch prediction/folding (like XScale)
    • Cache misses don't block execution of non-dependent instructions
    • Load/store parallelism
    • ALU parallelism
  • 64-bit data paths

JTAG debug support (for halting, stepping, breakpoints, and watchpoints) was simplified. The EmbeddedICE module was replaced with an interface which became part of the ARMv7 architecture. The hardware tracing modules (ETM and ETB) are compatible, but updated, versions of those used in the ARM9. In particular, trace semantics were updated to address parallel instruction execution and data transfers.

ARM makes an effort to promote good Verilog coding styles and techniques. This ensures semantically rigorous designs, preserving identical semantics throughout the chip design flow, which included extensive use of formal verification techniques. Without such attention, integrating an ARM11 with third party designs could risk exposing hard-to-find latent bugs. Due to ARM cores being integrated into many different designs, using a variety of logic synthesis tools and chip manufacturing processes, the impact of its register-transfer level (RTL) quality is magnified many times.[3] The ARM11 generation focused more on synthesis than previous generations, making such concerns be more of an issue.

[edit]Cores

There are four ARM11 cores:

  • ARM1136[4]
  • ARM1156, introduced Thumb2 instructions
  • ARM1176, introduced security extensions[5]
  • ARM11MPcore, introduced multicore support

 

 

PICA200
 

Specification

  • 65 nm Single Core [7](max. clock frequency 400 MHz)
    • pixel performance: 800 Mpixel/s[7]
      • 1600 Mpixel/s
    • vertex performance: 15.3 Mpolygon/s[7]
      • 160Mtriangle/s
  • Power consumption: 0.5-1.0 mW/MHz[2]
  • Frame Buffer max. 4095×4095 pixels
  • Supported pixel formats: RGBA 4-4-4-4, RGB 5-6-5, RGBA 5-5-5-1, RGBA 8-8-8-8
  • Vertex program (ARB_vertex_program)
  • Render-to-Texture
  • MipMap
  • Bilinear texture filtering
  • Alpha blending
  • Full-scene anti-aliasing (2×2)
  • Polygon offset
  • 8-bit stencil buffer
  • 24-bit depth buffer
  • Single/Double/Triple buffer
  • DMP's MAESTRO-2G technology
    • per pixel lighting
    • procedural texture
    • refraction mapping
    • subdivision primitive
    • shadow
    • gaseous object rendering



Kaizar said:
vertex performance: 15.3 Mpolygon/s[7]

So less than the Gamecube.

I'm not bashing the system here, but it's a portable, and not a portable designed for bleeding edge power.

But you're going way off topic. Make your own thread about it, this thread is about Wii U and Vita.



curl-6 said:
Kaizar said:
vertex performance: 15.3 Mpolygon/s[7]

So less than the Gamecube.

I'm not bashing the system here, but it's a portable, and not a portable designed for bleeding edge power.

But you're going way off topic. Make your own thread about it, this thread is about Wii U and Vita.


Does the PS Vita do 33 million polygons, or 140 million polygons?

Does the 3DS do 15.3 million polygons or 160 million polygons?

Decide that.


I didn't say it's design for bleeding edge power.

And LOL at me, you got a point there.



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Vita : 65 millions
Wii u : 55 millions



At this rate, Vita will likely not get anymore than 40Mill.

Wii U should get over 50+million if marketed correctly.



52 Vita

36 Wii U



wii u between 20-30M i quess for the thread put me down for 25M

dont care to post for vita :(



                                                             

                                                                      Play Me

Vita = 20mil
WiiU = 50mil



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