curl-6 said:
Wii emulation doesn't mean at all that the memory bandwidth must be the same or even similar. As to the eDRAM not being enough, at least one dev begs to differ: http://www.vg247.com/2012/11/05/wii-u-avoids-ram-bottleneck-says-nano-assault-dev/ http://hdwarriors.com/why-the-wii-u-is-probably-more-capable-than-you-think-it-is/ http://thewiiu.com/topic/7747-interesting-article-regarding-cpugpu-in-wii-u/ "The performance problem of hardware nowadays (Interview circa 2012) is not clock speed but ram latency. Fortunately Nintendo took great efforts to ensure developers can really work around that typical bottleneck on Wii U. They put a lot of thought on how CPU, GPU, caches and memory controllers work together to amplify your code speed." "Nintendo made very wise choices for cache layout, RAM latency and RAM size to work against these pitfalls" "The Wii U eDRAM has a similar function as the eDRAM in the XBOX360. You put your GPU buffers there for fast access. On Wii U it is just much more available than on XBOX360, which means you can render faster because all of your buffers can reside in this very fast RAM. On Wii U the eDRAM is available to the GPU and CPU. So you can also use it very efficiently to speed up your application." "Theoretical RAM bandwidth in a system doesn’t tell you too much because GPU caching will hide a lot of this latency." And again, the GDDR3 in the Wii was not just a buffer. You're thinking of the Gamecube, which used slower DRAM. |
Seems like all that was made in comparison to PS360, but then PS4X1 came and that goone old history
duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."