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Wii U specs and dev kits


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#1 Plutonas

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Posted 08 June 2012 - 04:25 PM

Hey...

The reason I am creating it as a new, because a new leak came out from the same source.. VGleaks, picturing the DEVs they got!! They have DEV1 and DEV2... So it is possibly they refer to this devs in matter of specs? If I am not mistaken, there is dev5 or dev6 by now... So the leak that Nintendo changed lots of stuff in DEV4, maybe still accurate..?


http://www.vgleaks.c...-cat-dev-v1-v2/

Edited by Orion, 08 June 2012 - 04:28 PM.


#2 tech head

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Posted 09 June 2012 - 02:27 AM

Main Application Processor

PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.

Main Memory

Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.

Graphics and Video

Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.

Features

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

GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio

Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.

Networking

802.11 b/g/n Wifi.

Peripherals

2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.

Built-in Storage

512MB SLC NAND for System.
8GB MLC NAND for Applications.

Host PC Bridge

Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.

as you can see its a big step from this gen

#3 3Dude

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Posted 09 June 2012 - 05:10 AM

Main Application Processor

PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.

Main Memory

Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.

Graphics and Video

Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.

Features

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

GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio

Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.

Networking

802.11 b/g/n Wifi.

Peripherals

2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.

Built-in Storage

512MB SLC NAND for System.
8GB MLC NAND for Applications.

Host PC Bridge

Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.

as you can see its a big step from this gen


Its definately a bit ahead... But this is not the wiiU. Definately a wii u dev sdk.... Full of placeholder parts.

The biggest give away is both Nintendo and IBM have confirmed POWER architecture not PowerPC. Even on Nintendos website right now they say theybhaveba multicore POWER cpu. The series number is censored with a box, but its definately NOT PowerPC.

Heck, if it was powerpc IBM would have said wiiu tech came from their power pc super computer blue gene, and not their power supercomputer watson.

Since both POWER and PowerPC run on POWER ISA instruction sets... And since ibm more or less shelved continuing the powerpc line for the time being due to a MAJOR change in the PC front back in 2006, involving losing their main powerpc customer to intel... Power pc chips would be dirt cheap and literally laying around..... a perfect fit for a placeholder until hardware finalized. Although its a little funny that the rumour mill says the powerpc cores are clocked at 3GHz.... IBM reached a dead end with the power pc architecture as far as thermal design goes, specifically an INABILITY to get them to 3Ghz without thermal meltdown. This is the exact reason apple left for intels icore.... It just makes me nerd chuckle. After xenon and cell the power pc line has been only shrunk down and used for embedded operations, or for asic purposes.

This is why IBM went back to the main POWER architecture line with power 6 in 2007 and power 7 2010.

ANYWAYS since both power pc and power run on power isa instruction sets, devs can just dump the same code in the new sdk and it will run exactly the same.... except a helluva lot faster.

Nintendo did the same thing with gamecube. The dolphin betas (last sdk before final hardware sdk) was literally half as powerful as the final kit. You could put in retail cube games, and they ran at half speed.

Edited by 3Dude, 09 June 2012 - 06:08 AM.

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