By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo - Wii U's eDRAM stronger than given credit?

bonzobanana said:

No one has claimed we have seen the wii u full power clearly developers learn to maximise a console's performance over time. The point is with the wii u that increase will be small because there is no technology in the wii u that isn't being utilised.  It's not like the cell its just a basic very low cost console running at low speed made up of low end components.  The reason Nintendo put low cost 12.6GB/s memory chips in the console is because that is a good match to the gpu and cpu performance level.  Cache may maximise use of memory bandwidth but you can never have more memory bandwidth than the memory chips are capable of. 3 primitive 32bit risc cpu's running at 1.25ghz and a very low end modern dx10/11 gpu at 550mhz with a 32MB memory pool is in no way a high performance console able to compete with ps4 or xbox one. I'ts lean and efficient but only to the point that it manages to perform close to ps3/360 levels despite utterly weak components.  Yes the gpu architecture is superior to 360/PS3 but the wii u is starved of cpu resources so effectively for the majority of games with normal cpu requirements the wii u performs below 360 and PS3. This is clearly demonstrated by every game that has higher cpu requirements it seems.

This is the same fanboy nonsense we had with the wii where people claimed it was more powerful than current games demonstrated, it was nonsense then and continues to be nonsense with the wii u. There was no golden horizon for wii and there won't be for wii u.

Look at how wii u games are performing now and you will see what the wii u is capable of. Denying reality and pretending developers are lazy and future games will be much better is an argument without substance or reality. I've yet to see PS4 or Xbox one owners be so detached from reality it seems to be a mental illness that only nintendo fanboys get who seem to need to defend Nintendo's cheap ass attitude to hardware. 

Those of us who said Wii was more powerful than games of the time demonstrated were proven right by titles later in its lifespan like Conduit 1 & 2 and Jett Rocket.

We were right about Wii, and we will be right about Wii U as well.

And the evidence of dev laziness is crystal clear; all the Wii U ports that don't have superior textures, (so any that aren't Need for Speed or Trine 2) are obviously lazy, because the system has more than twice as much RAM.



Around the Network

I don't understand the assumption that no game has been built from the ground up for the Wii U? Galaxy 1 and 2 lead the charge for the Wii and 3D World is arguably the best looking WiiU game so why doesn't it count? I can say the same about Kart 8



I predict that the Wii U will sell a total of 18 million units in its lifetime. 

The NX will be a 900p machine

starworld said:

Hey I just bought a new graphic card that 2x more powerful then my 7 year old graphic card, yet 90% of games run much worse does this make sense to anybody the graphics card specs are hidden by the way

Lol



I predict that the Wii U will sell a total of 18 million units in its lifetime. 

The NX will be a 900p machine

We can clearly see the progress between Wii U and 7th generation (HD) consoles from Nintendo's competition...

Compare Little Big Planet Kart with Mario Kart 8, PlayStation All-Stars Battle Royale with Super Smash Bros U, Bayonetta with Bayonetta 2,...

Here is shots of White Knight Chronicles(PS3) and Monolith Soft's X... Compare them...



curl-6 said:
bonzobanana said:

No one has claimed we have seen the wii u full power clearly developers learn to maximise a console's performance over time. The point is with the wii u that increase will be small because there is no technology in the wii u that isn't being utilised.  It's not like the cell its just a basic very low cost console running at low speed made up of low end components.  The reason Nintendo put low cost 12.6GB/s memory chips in the console is because that is a good match to the gpu and cpu performance level.  Cache may maximise use of memory bandwidth but you can never have more memory bandwidth than the memory chips are capable of. 3 primitive 32bit risc cpu's running at 1.25ghz and a very low end modern dx10/11 gpu at 550mhz with a 32MB memory pool is in no way a high performance console able to compete with ps4 or xbox one. I'ts lean and efficient but only to the point that it manages to perform close to ps3/360 levels despite utterly weak components.  Yes the gpu architecture is superior to 360/PS3 but the wii u is starved of cpu resources so effectively for the majority of games with normal cpu requirements the wii u performs below 360 and PS3. This is clearly demonstrated by every game that has higher cpu requirements it seems.

This is the same fanboy nonsense we had with the wii where people claimed it was more powerful than current games demonstrated, it was nonsense then and continues to be nonsense with the wii u. There was no golden horizon for wii and there won't be for wii u.

Look at how wii u games are performing now and you will see what the wii u is capable of. Denying reality and pretending developers are lazy and future games will be much better is an argument without substance or reality. I've yet to see PS4 or Xbox one owners be so detached from reality it seems to be a mental illness that only nintendo fanboys get who seem to need to defend Nintendo's cheap ass attitude to hardware. 

Those of us who said Wii was more powerful than games of the time demonstrated were proven right by titles later in its lifespan like Conduit 1 & 2 and Jett Rocket.

We were right about Wii, and we will be right about Wii U as well.

And the evidence of dev laziness is crystal clear; all the Wii U ports that don't have superior textures, (so any that aren't Need for Speed or Trine 2) are obviously lazy, because the system has more than twice as much RAM.

This is pure none sense, chronicals of riddick, doom 3, ninja gaiden, rallisport 2, splinter cell choase theory, and soul calibur 2 720p look much better then those games you mentioned, forget about them looking much better, nintendo fans always expected the wii to blow away gamecube and xbox graphically, yet it never happened,

The reason for why ports don't have superior textures, is because developers are struggling even match 360/ps3 performance on those ports, so adding better textures will only drop the performace, that's why you don't see superior textures in those ports





Around the Network
SubiyaCryolite said:
I don't understand the assumption that no game has been built from the ground up for the Wii U? Galaxy 1 and 2 lead the charge for the Wii and 3D World is arguably the best looking WiiU game so why doesn't it count? I can say the same about Kart 8

I guess because some people think that 3D World is based on 3D Land's engine, but that's wrong. 3D World and MK8 do count.

Pikmin 3 and The Wonderful 101 started as Wii games. NSMBU uses the same engine like all NSMB games and Tropical Freeze uses a modified Metroid Prime engine.



hated_individual said:

We can clearly see the progress between Wii U and 7th generation (HD) consoles from Nintendo's competition...

Compare Little Big Planet Kart with Mario Kart 8, PlayStation All-Stars Battle Royale with Super Smash Bros U, Bayonetta with Bayonetta 2,...

Here is shots of White Knight Chronicles(PS3) and Monolith Soft's X... Compare them...

well thats a very unfair comparison, since graphics have advanced so much,  no so much becuase of the hardware, but because of new techniques/engines, especially in lighting, and then your comparing sony's lowest budget titles/teams to nintendo best, compare those 3d mario to GOW3 both linear games, god of war stumps it, as for baynetta  it was platnums first game on 360, it was like 5 years ago, they easily be able to makr a better looking game then first since they have way more experiance now, not to mention DMC4 looks so much better then bayonetta.

as for Knight Chronicles(PS3) and Monolith Soft's X. you can clearly see they are close knight chronicls seems to have better AA, and X better lighting, but as i mentioned before lighting engines have advanced so much since KC came out.



starworld said:
hated_individual said:

We can clearly see the progress between Wii U and 7th generation (HD) consoles from Nintendo's competition...

Compare Little Big Planet Kart with Mario Kart 8, PlayStation All-Stars Battle Royale with Super Smash Bros U, Bayonetta with Bayonetta 2,...

Here is shots of White Knight Chronicles(PS3) and Monolith Soft's X... Compare them...

well thats a very unfair comparison, since graphics have advanced so much,  no so much becuase of the hardware, but because of new techniques/engines, especially in lighting, and then your comparing sony's lowest budget titles/teams to nintendo best, compare those 3d mario to GOW3 both linear games, god of war stumps it, as for baynetta  it was platnums first game on 360, it was like 5 years ago, they easily be able to makr a better looking game then first since they have way more experiance now, not to mention DMC4 looks so much better then bayonetta.

as for Knight Chronicles(PS3) and Monolith Soft's X. you can clearly see they are close knight chronicls seems to have better AA, and X better lighting, but as i mentioned before lighting engines have advanced so much since KC came out.

 

even if the engine progresses, you are not gonna get much performance or results on ps3 or xbox 360 cause they are loced at dirext9 hardware, so they cant produce new effects found on directx11 hardwrae like wii u

 

and wii u is just starting, so what bayonneta offers and that monolith game are really good fr starters, we may see wii u true potential until 2 to 3 years from now

 

but with its raw power of 2x the xbox 360 we aint gonna see that much of improvement unless developers take profit of the advances in tesselation with displacements with the new gpu hardware

 

 

and the edram bandwidth plays an important role in accomplishing the tesselation with displacements, actully that was the bottleneck in 360 cause the edram was so tiny that couldnt be used for that, prove of it is an article on hdwarriors that tells that some developers wnated to use vertex texture fetch data on the edram but they couldnt cause the edram was only big enough for framebuffer, ans thats one of the reason why ports make the wii u underperform when coming from the old generation systems, forces wii u to use memory export between gpu and main ram for ethe effects like particles and others things when the edram could be used for that

 



finally, so what did i miss?
yea, i also think the tesselation with displacements is the way of imporving what we saw the last geenration, even if wii u is only 2x more powerful than previous generation i am sure that the improvements that have been done on the tesselator engines over the years and the improvement in the techniques will make it possible

i bet that wii u edram can be used for that, actually there is small portions of memory used for vertex texture fetches but they are so small that cant hold big data as these memories are only some KB big

http://graphics.tudelft.nl/~dylan/Literature Study - Dylan Dussel - V1.01.pdf

 


 

some developers wnated to use the edram of 360 for vertex texture ftech data but they couldnt since the meory was only big enough for framebuffer, and not to mention that only the ROPS had access to it since the edram was locked for framebuffer, z stencil and other materials

 

with wii u not only the rops have access to the edram but the entire gpu, so indeed can be used for vertex texture fetch data

http://hdwarriors.com/forums/topic/how-an-xbox-360-port-makes-wii-u-under-perform/

"

 

http://www.cse.chalmers.se/~uffe/xjobb/ParticleSystemSimulationAndRenderingOnTheXbox360GPU.pdf

Particle System Simulation and Rendering on
the Xbox 360 GPU

Another unique feature of the Xbox 360 GPU is that it has 10 MB of very
fast (256 GB/s) embedded DRAM where render targets are stored
This
memory can not be used as the source of any fetch instructions
. There are
many reasons for why this is a good feature of the Xbox 360 GPU (e.g. very
cheap anti aliasing) but since it is not possible to use the EDRAM as the
source for any fetches, a copy-back to main memory is needed (called a
“resolve”, which occurs at a rate of 8 pixels per clock cycle) before it can be
used in a shader.
This extra cost is one of the reasons for why we do not use
render-to-texture for our particle simulation (though the benefits of using
another method, memory export, are the primary reason).

The Xbox 360 can fetch 32 bytes of data per fetch instruction, and uses
an 8KB cache for vertex data, and 32KB of (16-way set associative) cache
for texture data(3).

Perhaps the most revolutionary feature of the Xbox 360 GPU is the
shader memory export. Using this it is possible to export data to system
memory from within any shader
. This can be done in an arbitrary fashion
(i.e. it’s not restricted to outputting data in a stream, like with DirectX 101
(4), but supports full scattered memory writes) and can even be the sole
purpose of a shader (a vertex shader does not need to have output passed on
to the rasterizer – it could do its work entirely through memory export). We
shall make heavy use of memory export, both for simulation (exploiting
primarily the fact that we can use it in arbitrary shaders, and thus can run
our simulation at the same time as the rendering) and for sorting (exploiting
the scattering support to do proper compare-and-swap operations, and avoid
the redundant copying inherent in the “ping-ponging” of render-to-texture
based approaches)

"



very interesting
i also will give my share
tesselation has improved over the years, xbox 360 didnt perform well on tesselation, wll, at least not compared to the hd4000 and byond. I bet nintendo is gonna use it nd that they have customized the hardwra so that tesselation performs as good as possible, bet the teselator engine should be on par tith the hd7000 series tesseltors, after all nintendo has been interested in this technique for a long time and proof of that are those patents on displacement maps

tesselation with disalcements makes sense not just because you get more polygons out of few of them(400x), but also due that saves lots of memory, and edram 10MB of edram should do for that