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3Dude

Member Since 09 Jun 2012
Offline Last Active Apr 08 2015 08:08 PM

#147491 Will Wii U be next gen's PS3?

Posted by 3Dude on 13 December 2012 - 05:06 AM

we wont be running unreal 4 for a while its going to need a lot of tweaking
all consoles will have a way different unreal 4 engine than what we've seen, the closest will probably be the new xbox but most games like cross-platform titles will not use unreal 4 and wont be very different from Wii U graphics


Crytech pretty much confirmed this. 'next gen consoles are going in a different direction than hardware power'.

This reveal is going to be epic.

Whatever, ill wet my jeans as soon as i see anything last gaurdian.


#147023 Devs explain lack of online multiplayer in Nintendo Land + Star Fox

Posted by 3Dude on 12 December 2012 - 10:41 AM

So.... How would online support stop me from playing with freinds in the same room?


#146271 Nintendo Left Behind in Innovation?

Posted by 3Dude on 10 December 2012 - 10:14 AM

ha ha, the rumours now say the 720's going to be a holo deck?

This is either going to be hilarious, or im going to have a holo deck.


#144461 Just sold my Wii U!

Posted by 3Dude on 06 December 2012 - 06:07 AM

cool story bro.

*goes bqck to drawing pictures of epic things that happened in metroid blast/ zombi u and posting to miiverse*


#143959 Wara Wara Plaza Icons

Posted by 3Dude on 05 December 2012 - 07:38 AM

You must make a blood sacrifice.


#141738 Bursting the Wii U GPGPU bubble?

Posted by 3Dude on 01 December 2012 - 08:46 PM

It will be fine. Nintendo isnt one to market certain things or make them know to the public. the fact that they revealed the Wii U would be using a GPGPU means they are proud of what they have. easily put the GPU will be the STAR of all the insides and tech of the Wii U. im predicting gpu with very modern 2011-2012 architecture. thats why final dev kits wasnt sent out until july of this year. just wait until next year games guys.... especially 1st party. they are gonna be SPECIAL.

oh boy....

Maybe turn down the bleeding tech less than a year old gpu knob a click or two.

Metroid prime 4 is going to blow minds. Even without an impossibly modern gpu.


#141664 Finally CPU/GPU specs sorta ha!

Posted by 3Dude on 01 December 2012 - 06:22 PM

The Wii U supposedly has a blazing fast architecture, and the CPU would be fast at 3.2GHz (almost a fact). However because it's only 1.2GHz, it's somewhat weak (which is arguable).


if 750 architecture COULD be clocked up to 3ghz it would desroy i7. In fact, the entire icore family would have never existed since apple would have never ditched ibm for intel.

Unfortunately, the 750 series physically cant be clocked that high (yet), they catastrophically fail well before that.

Another problem is, although we now know ibm in fact DIDNT retire the 750 line, it has not documented any releases past 2004's GX (3 generations past broadways CL, smoked the crap out of the G4 computer, and was slightly stronger than a single core of a g5), only taking on custom customers for the line (like sending a specialized version of the chip to mars.)

So even though its still a 750 family and is binary compatablw with broadway and gekko. We dont know what all they have done. Although i do know paired singles is still the best they have in a still 3 stage fp pipeline.... so still weak there... They probably have more than 32 fp registers now.

I do have extensive knowledge of broadway though, from official documentation.
And it rapes xenon clock for clock core for core in every category except fp, which it isnt strong in.

For example, xenon can execute 2 instructions per core (1 per thread) for a total of six instructions per clock.

Broadway can execute six instructions per clock (including 2 integers) on its single core.

Just taking the custom 750cl broadway and making it tricore (which is not what happened)....

We get 18 instructions per clock to Xenons six.

And thats not even getting into benefits like OoO benefits or a seriously rocking branch predictor.


#141400 beam mp4 from ur pc to ur wii u !

Posted by 3Dude on 01 December 2012 - 07:38 AM

Metroid prime 4 is on my pc?

*Rushes to Compuer*

lies..... LIES!!!!!! DECEIT AND TREACHERY!!!!!


#140576 Wii U clock speeds are found by marcan

Posted by 3Dude on 29 November 2012 - 03:04 PM

I know the CPU had been getting some ridicule, but assumed the reviewers just didn't have the facts yet, or that it was at least close to the Xbox and PS3. I even assumed it was faster than the other 2,but just not utilized properly as it was a new system. But to find out it is 1.25ghz is actually irritating. I want to go back to the time when I didn't know. As soon as my Xbox and PS friends get hold of this I have to put up with their crap. I was so looking forward to throwing the Wii U in their face. Now I get kicked about again. Hard to use the "good game" thing on them as all the systems have great 1st and 3rd part games IMO.


Its still considerably more powerful than the ps360 cpus overall. Just not in one specific area, and certainly not as advanced over the two as its gpu is.

Clock for clock broadway, or in general the ppc750 line rapes xenon and cell. And then roofies them and does it again. If just a single core broadway was clocked up to 3.2 Ghz it would completely destroy xenon and cell by orders of magnitude.. obliterate them, in every category but simd/floating point.

The problem was ibm, at the time, couldnt clock their OoO chips any higher, this is why they reverted back to in order execution (similar to the horrible p4 core compared to the p3 core) and they needed to compete with intel.

Well, they failed. They hit a wall even with their gamble of poor architectures clocked stupid fast. So, IBM lost apple to intel, thus power mac (this imcluded ps360) died, and icore was born. This is also.why.ps4 and 720 are x86 now.

The technology they needed eventually came in the form of their proprietary edram, which enabled them to shrink their processors size, heat, and power draw exponentially, while outperforming at lower clocks.

I just didnt think theyd use this technology to bring back the 750 line. Come on Nintendo, you lied through your teeth, this is NOT all new.

Anyways, with 3 cores over 1Ghz, damn super broadway is an ipc (instruction per cycle) monster compared to cell or xenon. The only thing its weak in is simd/flops, both from lack of cycles and giving craps (paired singles nintendo? STILL? REALLY?). This is why its actually running rushed ps360 ports, because it can do more instructions in the same amount of time as ps360, despite having less cycles in that amount of time, because it does a lot more instructions per cycle.

And the gpgpu picks up the simd, as they are very strong in that department.


#140267 Wii U clock speeds are found by marcan

Posted by 3Dude on 29 November 2012 - 06:39 AM

i wonder why i keep coming to technical threads...can someone explain?


Because ypu are on the wii u hardware board, where we talk about the hardware.

Go to the wii u games board.


#140228 Wii U Freezes?

Posted by 3Dude on 29 November 2012 - 05:01 AM

It is most definately a real and prominent thing, and something that is definately os related and not hardware related. It can be fixed with a firmware update.

Nintendo already knows about this, has apologized, and said they will fix it in a firmware update as soon as possible. Not soon enough if you ask me. Im actually a little relieved Im holding off on my purchase until after the holidays.


#138646 Why was my drawing deleted by an admin?

Posted by 3Dude on 26 November 2012 - 04:22 PM

Keyword "his" it's not a she, so it wouldn't be considered nudity.





That's not the case. I see a lot of DB drawings, and none of them get deleted. They did make DB games for the Wii, and you can watch DB videos on Youtube and Amazon.

We can rule out nipples being the cause because my Bruce Lee drawing has not been touched.

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Well, clearly Nintendo wants less Toriyama art and more awesome bruce lee pics.

I dont know man. Only thing I can think of is copyright? Maybe they deleted yours because it actually looked like Toriyamas dragon ball characters and the others were crappy enough to not be in copyright/trademark danger?

Random bruce Lee fact, did you know this dude could take a seventy pound weight, hold it at his side, and with his arm straight the whole time, raise it up striaght out in front of him, until it was parallel to the ground, and then hold it, no shaking, for over a minute?

That man was something else.


#138608 Wii U GPGPU?

Posted by 3Dude on 26 November 2012 - 03:27 PM

Isn't this thread purely down the fact this ISN'T confirmed either way?  I was just going on the findings from the iFixIt tear down which claimed to only find 2GB of DDR3 memory on the board.

It is my understanding that the reason Xbox 360 had eDRAM was for upscaling and just general post processing.  That is the point of the unified memory, it still needed GPU memory to do all the main GPU processing. (I admit, I am no expert)

I figured that the increase in eDRAM on Wii U was mostly for GPGPU purposes and to make 1080p more practical, the Xbox 360 didn't really have enough eDRAM to do 1080p effectively.

Initially I did wonder if it was 1GB of GDDR5 (or even just GDDR3) and 1GB of DDR3, this would make a lot of sense.  However the tear down would seem to contradict that theory.


Try the iwata asks teardown, its confirmed.

It has more to do than with just the 10Mb edram on the gpu, but with how the systems memory works as a whole, for example often that 10Mb wasnt enough, so the system had to pull memory out of the main pool, which, since it was unified, denied some other compenent that needed the ram, Now a branch prediction cant be completed, and since the system is in order, it cant just jump to the next dependentless operation, it has to sit and wait for the other pipelines to lay their instructions to rest, and since the 360 has deep pipelines to mask latency and mitigate an in order cpu, that can take a LONG time, but oh no, that branch prediction was a miss, now we have to flush the pipelin and start ALL OVER AGAIN calculating the correct branch, while everything else waits for FIVE HUNDRED CYCLES (360 branch prediction penalty, deep pieplines= BIG penalties) you can see the problem.

GDDR5 is what you use for a system using an advanced form of UMA, that no longer sucks horribly (but is cheaper) in comparison to dedicated memory heiarchy: DVMT

Since Gddr5 has such high bandwidth and low latency (especially for external main ram, very impressive stuff, as long as its clocked high enough) the system can actually decide how much to use as dedicated video memory, set it aside, use it just like it was dedicated to the gpu, and when its done, return it to the system to be used as ram however the system sees fit. Best of all,when you expand your ram, naturally the amount of ram that can be set aside for your video ram increases as well. Pretty cool stuff. However, Gddr5 does NOT function well at lower clock speeds, at that point you might as well use cheaper ddr3 since you will see the same or even worse performance from gddr5, so that inately restricts DVMT to high power draw high thermal envelope systems. However, gddr5 main memory is much cheaper than seperate pools of high density edram.

Nintendo is using an old fashioned 'orthodox memory heiarchy' *right out of iwatas mouth in the iwata asks teardown interview* It's an oldie but a goody, no matter what situation you find yourself in, you can rely on this straightforwarddesign to get you high effeciency.

Main memory is split into 2 even groups, system, and games (This is likely decided in firmware, so can be changed later down the road if 1Gb is more than the system reallyneeds)

The 1Gb for games IS shared between the gpu and cpu, but not in the volatile high demand tug of war way it was in the 360, which ALSO had to share between the system tasks as well. The 1Gb main ram is more of a lobby, a waiting pool, a bucket, where all manner of not necessarily related things can chill after being pulled from the disc.

On the gpu end, the 32 Mb edram stores 'need now' data from that bucket, and feeds it to the graphics processor with high bandwidth and low latency, getting rid of, and picking up new data from the main pool to keep a smooth cycle of always relevent data for the graphics processor.

On the cpu end, you have very special proprietary ibm edram (read IBM's official press release). Two very tiny caches per core, that have psychotic bandwidth and near no latency. One immediately feeds the cpu (l1) while the other bigger one (l2) acts as a smaller bucket (thats faster to fill and dump than the big bucket) between the l1 cache and the ' big bucket' of main ram, so it never runs out of what it needs.


#138333 Nano Assault Neo

Posted by 3Dude on 26 November 2012 - 05:40 AM

I was but then found out its only digital and its $10 lol.
Im not a fan of digital downloads. But hey who knows i may just buy it. I do like it.


Shin en only does digital downloads, as they are a 5 man dev team. Apparantly every member is a super genius.

Some information on SHin en.

They are Third party, although they only release games under the Shin en label for Nintendo consoles.

They work on optimizing middleware for all three major consoles, to major companies like activision and eidos.
They work on software optimization for some of the most powerful mainframe and super computers in the world for Neon.

They have been making games for over 20 years, yet have only made three game engines, simply named, A, B, and C.

A was made for commador and amiga, and later converted over to a gameboy color engine. B was a gameboy advance engine, notable for iridion I and II, and C is the current engine which they originally made for Nanostray on DS. Yes, this same engine that was used for Nanostray DS

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is the one used in fun fun minigolf for wii ware:
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Jet Rocket for wii ware:

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fast racing league wii ware

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and the same engine used in the wii u eshop game Nano assault Neo

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Nano assault Neo only uses one core of the wii u cpu, despite having thousands of simultaneously moving objects and characters.

The large majprity of the games assets, including models textures and height maps are proceduraly generated, this means they arent stored in rom, which means the game is only a Hundred Mb download.

They had the game running in full 1080p, but found when sitting on the couch several feet away from the TV the difference in resolution was negligable. They took the extra 200% fillrate required to go from rendering 720p to 1080p and used it on more post op effects of a higher resolution, this was much more noticable to those sitting on the couch.

They effectively make use of Wii u's memory heiarchy, using the 1GB set aside from games as a large cache for the faster memory tiers to read and write from, as such, despite being the best looking game on wii u, with by far the highest resolution textures on all layers, and having to procedurally generate the said assets and textures, the game loads levels instantly 'like playing an snes cart'.


#137836 What Nintendo has to say about Wii U specs.....

Posted by 3Dude on 25 November 2012 - 05:31 AM

I don't know, I thing Nintendo will soon become in denial about their specs. If Devs are saying they're bad, then it's not going to end up good for them (the 4A CPu comment, the Harada comment about it being a little slow, etc.). Nintendo should realize that gameplay is a strong factor, however 7th gen corrupted gamers minds, which is why so many people are just specs trolls. If its not as powerful as they say, we'll third parties will most likely not support it, or utilize a lot of resources to port it over (which necessarily isn't a bad thing).


None of them has said its bad. Only the gaming media has changed thdir words to say that (and they have all called them out on it, including thq and 4a) Theyve all said the same thing. Its clocked slower than ps360.

This is a non issue UNLESS you are trying to port ps360 games that rely EXCLUSIVELY on the high clock and flop count because the cpu sucks giant donkey balls at everything else.

How us the mhz myth still be this strong? Clock speed can only be used as a measure of performance between the same architectures.

A computer that can perform instructions in less clock cycles can EASILY beat one with 4-5x the clock speed.

An architecture with short pipelines can outperform a deep pipelined architecture by 2x or more at half the speed. (a
nd the ps360 were piped DEEEEEEP, its why they had such an awful missed prediction penalty).




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