jake_the_fake1 said:
megafenix said:
jake_the_fake1 said:

Currently the supporters of "WiiU being some kind of magical powerhouse" are flip flopping between Denial and Anger....luckily most WiiU owners and Nintendo supporters have moved on to stage 5 and accepted that the WiiU is a weak piece of hardware, but that's ok because they are enjoying the time they are having with their Nintendo games, also those games are by no means ugly, infact they are gorgeous for what the WiiU can do.
I would implore these supporters to strive to reach level 5, I know it'll be difficult but it will set them at ease. At the very lease it would remove the shackles of the "Inferiority complex" they are currently bound by.
---
In regards to this thread, like I've said before, it doesn't matter if the WiiU has a bandwidth of 2TB/s, or whether it has 64GB of main ram, or even 64MB of EDram, None of this MATTERS because the WiiU is crippled by it's incredibly low powered GPU and CPU.
Being that Nintendo hardware engineers are very good at balancing their hardware designs to achieve efficiency both in performance and power usage, they would never be stupid enough to put in a part into their design which could never be used by other parts as that would both be inefficient and a waste on resources.
Having said this, what is more plausible, that Nintendo designed an unbalanced system where one part of it's hardware design is overly engineered resulting in an inefficient and costly design, or that Nintendo designed a balanced, performance efficient, and cost efficient design with their target being the PS3/360 as to achieve ports?
I'd say Nintendo as usual followed the balanced, performance efficient, and cost efficient hardware designs they've always followed, and although they didn't hit their target goal of the PS3/360, they came close and ended up with the hardware being slightly more capable, which is only natural given the progress in technology. So even choosing a low powered GPU to try match a GPU from 8 years ago would be difficult cuz of the newer more efficient GPU architectures as well as there newer feature sets, still Nintendo managed it...I suppose they had to if they wanted a 40watt machine no bigger than the Wii...well almost cuz the WiiU is a little bigger.
In the end it really comes down to, what's more reasonable and what's more plausible given the end product and the software that's on it. I personally am on the reasonable side of this coin, as for the others on the otherside, take what I said as you like, I would just implore that you use your reason and logic faculties to see reality for what it actually is, and not what you dream it to be.
|
it actually matters if wiiu has 1terabyte of bandwidth with edram, even if its a low power system having like 400 to 550 gigaflops which fall way back from the 1,2 or 1.8 gigaflops of the xbne and ps4, still you ca use that tremendous bandwidth for tesselation, therefore graphics fidelity would increase a lot
http://developer.amd.com/wordpress/media/2012/10/WileyAuthoringforTessellation.pdf
here
|
3 Things I would like for you to address, please think about what I've actually said and provide me with a response fitting my questions. Please do not provide me copy past replies that don't answer my questions but rather come off as if your preaching;
1) Your obsession with EDram bandwidth is simply put...baffling! You keep harping on and on about the EDram bandwidth making it out to be the sole thing that will make the WiiU a tessellation monster, but you forget one critical thing each and every time you bring this up. The whole point of Tessellation other than allowing for detailed meshes is that it saves on Vram and bandwidth, but it doesn't come free as tessellation is GPU intensive, and GPU power is what the WiiU lacks. Since you know that bandwidth alone does nothing, and you know that bandwidth in conjuction with the GPU is what's required for tesselation, then why do you keep harping on about bandwidth as if it's the only thing that counts?
2) The GPU isn't your 400-550GF figure, rather the most educated guesses thus far peg the WiiU GPU between 176-354GF with most thinking it's closer to 176GF, places like Neogaf have way more qualified people, plus people in the industry whom have suggested that 176GF is about right, and thus far the games released on it back this up...but even this is not 100% only because Nintendo will never reveal the specs so no one can ever confirm it.
Since the WiiU has such a low powered GPU, it'll never be the tessellation monster you make it out to be, hell it may not even see tessellation being used other than on some few games. Again I am not saying the WiiU can not do tessellation, I am saying that it can but it will be limited, and limited not by EDram bandwidth rather limited by the low specced GPU which you seem to ignore despite talking about tessellation non stop.
When the xbox360 launched it's EDram gave it one clear advantage, it basically had free Anti-aliasing, and the games showed it from day one...it's something the PS3 versions of the sames games lacked. When the PS4 launched, from day one it showed that it had a clear GPU advantage because the majority it's games ran in 1080p while most games on the Xbox One ran in 720p. In both instances despite lazy or rushed games for launch they both in their own right showed their power advantage from day one. So IF the WiiU as you imply it, has this monster like capabilities with tessellation because of it's bandwidth, then why hasn't this been obvious for all to see just like it was for the xbox360 and PS4?
I mean it's been over a year since launch and not even Nintendo have been able to tap into this massive tessellation you keep harping on about, and yet the xbox360 and PS4 had no issues showing their strengths from day one.
3) I've asked this question twice before, and twice it was never answered, so I'll ask it again. What is more plausible, that Nintendo designed an unbalanced system where one part of it's hardware is overly engineered resulting in an inefficient and costly design, or that Nintendo designed a balanced, efficient, and cost effective design?
I hope to see your replies when I wake :)
|
1.- may be gpu intensive but wiiu is powerful enough to handle it, 400 to 500 gigaflops at 720p is more than enough for that purpose, and tesselation requirements have also decreased over time with optimizations and shinen says wii u can handle it ithout problems
http://hdwarriors.com/shinen-on-the-practical-use-of-adaptive-tessellation-upcoming-games/
"
Shin’en on the Practical Use of Adaptive Tessellation, Upcoming Games
Posted by: Iran White in Iran W, Wii U May 29, 2013

It has been rumored that Shin’en may be working on a sequel to FAST Racing League, and they have stated in the past that they will be using tessellation in their next game. When asked about this, and how resource heavy the feature might be, Manfred Linzner gave us a realistic outlook for use of the feature for games in general. He also informed us that Shin’en in fact, has two Wii U games in development. But in any case, if you haven’t yet bought Nano Assault Neo on the Nintendo Wii U eShop, you are missing out! Check it out today!
Linzner:
‘We learned a lot with Nano Assault Neo. For one of our upcoming games we will use all that and will unlock more of the ‘Wii U’s power.’
‘Tessellation itself is not resource heavy on recent GPUs but it depends on actual usage. Although even previous consoles had these features you saw it only very rarely used. People often think of it as an easy way to get free ‘level of detail’. That doesn’t work. It’s because of certain visual problems associated with adaptive tessellation.
We already tried various tessellation ideas and it is a very handy tool for certain situations.’
‘We think FAST would certainly deserve a sequel because it had a very fresh take on an age old genre. However, we can at least confirm that we currently work on two Wii U games that will be announced after this summer.’
"
and shinen isnt the only one, already precursor games was using tessleation on shadow of the eternals on wii u and pc(precursor games said that wii u and pc would look identical and the difference would be unoticeble so obiously tesselation is included, not to mention that you can see the wii u controls on the demo so obviously is runningon the wii u engine)
here
minute 7:50
https://www.youtube.com/watch?v=QlREuZz7MwE
"we have tesselation and displacements"
2.- your figure about the 176gigaflops is not possible, ports wouldnt even work on wii u, if even bayonetta1 in ps3 sucked eventhough ps3 is more powerful than xbox 360 and despite developers were more used to the hardwrae after like 3 years on the market and having optimized engines, then how a wiiu port would work better on wii u if it was less powerful than xbox 360, has not even a year o the market and engines are not even optimized? lets not forget that developers are not used to the hardware so thats another problem
even if wiiu is more efficient with all the above issues is impossible to port a game, you would have to do a ground up game and also max it out usin he dirctx9 limitations found in the game, but no, we are tlking about a lazy port done very quicly without much of an efort with developers not used to the hardwrae and using not optimized engines like unreal engine 2.5 and still ports are on par with the xbox 360 games, sometimes with little less framerate(at least not as bad as bayo ps3 vs xbox bayo) and sometimes with better depending on the degree of work by the developers
sorry, answer is no, 176gigaflops the ports woldnt even run considering all those issues and even ps4 cant run assesins ceed 4 at 1080p 60fps despite being 7.5x more powerful than xbox 360 when it would require only about 3x the power to do it so since 360 runs it at 720p 30fps, and ps4 is more easy to develop for thanls to the x86 cpu, main gdr5 ram and not dealing with edram and still cant get 1080p 60fps, only 1080p 30fps wich requires only 2.25x the power from 360 and ps4 is 7.5x that?, lets not forget that assesins creed 4 for ps4 was actually 900p 30fps before the update so why it took so much effort to achieve the 1080p at first and developers had to do a patch later if ps4 is so damn powerful?
your answer to this alos applies to wiiu, dont fortget that
wii u obviously would have to pak twice the power to even run the ports correctly under these circunstances, and is not just that, the power consumption and the die size of the wii u gpu also tell us that the wiiu could have at least 400gigaflops to 550 gigaflops. Once the games stopped t be being ported form older generation to new geneation then thats when these limitations will dissappear, only ground up games and using the appropiate engines will do to deliver better graphical games
3.- wii u edram is more than just framebuffer, shinen already old us it only requires like 16MB of edram for the 1080p framebuffer(dont confue bandwidth for power) which means that if 16MB provides enough bandwidth for 1080p then wii u has more bandwidth than xbox 360 since it required 256GB/s of bandwidth for the 720p using the whole 10MB of edram
here
http://hdwarriors.com/general-impression-of-wii-u-edram-explained-by-shinen/
"
‘Wii U eDRAM usage is comparable to the eDRAM in the XBOX360, but on Wii U you have enough eDRAM to use it for 1080p rendering.
In comparison, on XBOX360 you usually had to render in sub 720p resolutions or in mutliple passes.
Even if you don’t use MSAA (MultiSample Anti-Aliasing) you already need around 16Mb just for a 1080p framebuffer (with double buffering). You simply don’t have that with XBOX360 eDRAM. As far as I know Microsoft corrected that issue and put also 32MB of Fast Ram into their new console.
We use the eDRAM in the Wii U for the actual framebuffers, intermediate framebuffer captures, as a fast scratch memory for some CPU intense work and for other GPU memory writes.
Using eDRAM properly is a simple way to get extra performance without any other optimizations.
"