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#189769 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 01:35 PM in Wii U Hardware

But looking at charts for DDR3-1600 the memory clock is actually 200mhz, with the bus clock being 800Mhz, and then double data gives the 1600.  So they are already giving you the 4x multiplier when you read the 800Mhz. 

Aha, it would be 

 


routerbad, on 03 Apr 2013 - 07:07, said:Yep, full duplex interface as well.

80 per edge it looks like, though I may be off a little (between 2-6 pins more perhaps)  Looks like there are 4 clusters of 11 pins, and supporting pins in between, possibly for CPU I/O to give the CPU access to Mem2
That is on each side.

Thats pretty much what i got, though it was hard on my eyes, so i thought i may have been off.


Okay, I know something isnt right. So im going to stick with goodtwins 17.6GB/s from the wiki formula and add bandwidth per feature until the bug is ironed out, im just happy 12.8 is 100% busted.

So, those clusters of 11 pins make sense.

44 on each side gives us 88.

Ahh, it would be 17.6 PER MODULE though, each module is on a separate 88 bit channel width.

 

Funny thing, 17.6 * 4 modules is 70.4, which isn't far off from what we've been saying.

 

Basically the 800MHz number we are using for the memory clock rate rather than 200MHz is effectively giving us the same number based on four chips.  So I think goodtwins was correct with using 200MHz as the memory clock rate (though strangely the Micron website lists it as an 800MHz memory clock, not IO clock).  Going by that, we have:

 

200*2*4*88/8=17,600Mb/s * 4 Modules = 70,400Mb/s  exact same number  :ph34r:




#189737 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 01:07 PM in Wii U Hardware


routerbad, on 03 Apr 2013 - 07:07, said:Yep, full duplex interface as well.

80 per edge it looks like, though I may be off a little (between 2-6 pins more perhaps)  Looks like there are 4 clusters of 11 pins, and supporting pins in between, possibly for CPU I/O to give the CPU access to Mem2
That is on each side.

Thats pretty much what i got, though it was hard on my eyes, so i thought i may have been off.

So looks like DDR3 IO incoming, then exiting to the CPU in paired clusters of 11 pins.  Not sure what the extra pins are being used for.  A total of ~160 pins.



oh yeaah! Interleaved memory!

16 banks per 512MB module, based on 256Mb depth from Micron.

 

Nvm, 8 banks x16 columns, Anandtech thought the x16 bank width referred to bus width, which is not the case.  Bus has little to do with the module itself, and more to do with the interface, because any cell can be accessed at any point inside the module with no variance in access time.

 

256Mb column depth, organized into 8 banks, 88bit interface per chip.




#189735 FRESH NEWS PC VERSUS PS4 UE4 comparison

Posted by routerbad on 03 April 2013 - 12:57 PM in General Gaming

Sorry, was being sarcastic with my entire post there. Just funny to read some of the comments under that youtube video from people trying to think of reasons of why the Sony version doesn't match the PC version.

 

Don't get me wrong, it looks good but as you and others said, that extra ram is going to be used for a bunch of other services anyways.

I'm actually pleasantly surprised how well the PS4 version compares, but I can't stand people overstating it's potential because of some marketing speak and 8GB GDDR5OMG!!!.  It's obvious the RAM size wasn't the issue here, because the effects that are missing aren't big RAM space users.




#189723 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 12:53 PM in Wii U Hardware

oh yeaah! Interleaved memory!

Yep, full duplex interface as well.



80 per edge it looks like, though I may be off a little (between 2-6 pins more perhaps)  Looks like there are 4 clusters of 11 pins, and supporting pins in between, possibly for CPU I/O to give the CPU access to Mem2

 

That is on each side.




#189714 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 12:48 PM in Wii U Hardware

But looking at charts for DDR3-1600 the memory clock is actually 200mhz, with the bus clock being 800Mhz, and then double data gives the 1600.  So they are already giving you the 4x multiplier when you read the 800Mhz. 

The memory clock hasn't really changed from generation to generation of DRAM.  smaller processes (DDR3 started at 90nm) but largely the same memory arrays.  The bus is the main determining factor in throughput, an "all things being equal" situation.  

 

Looked up the part number for the Micron MT41K256M16HA-125:E 

 

The memory clock rate is 800MHz, according to the Micron website.  That number still stands.  Probably 200MHz per 256MB array within the chip.



Working on what... Are you guys going to submit this to neogaf, digital foundry and others... Will they take it seriously?


Also watch your mouth 3dude. Don't really care if people see you as this forums resident tech guru... Still doesn't give you the right to talk to people any way you want.

Well that isn't nice.  We are in this thread to learn something, and constantly vomiting "show me" doesn't help at all.  What the games look like are up to developers, we are just having a little fun decoding the numbers.




#189701 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 12:12 PM in Wii U Hardware

But looking at charts for DDR3-1600 the memory clock is actually 200mhz, with the bus clock being 800Mhz, and then double data gives the 1600.  So they are already giving you the 4x multiplier when you read the 800Mhz. 

The memory clock hasn't really changed from generation to generation of DRAM.  smaller processes (DDR3 started at 90nm) but largely the same memory arrays.  The bus is the main determining factor in throughput, an "all things being equal" situation.  All things being equal, DDR3 has exactly twice the throughput of DDR2, and by extension GDDR3.  GDDR3 has a little better throughput by bumping the bus clock significantly, but has to wait for memory refresh much more.




#189696 FRESH NEWS PC VERSUS PS4 UE4 comparison

Posted by routerbad on 03 April 2013 - 12:08 PM in General Gaming

What is tesselation anyways? That is the most commonly used term when discussing graphics nowadays, most notably the lack of it on consoles.

There hasn't been a lack of it, it's just been too resource intensive to use it liberally.

 

Tessellation is polygon subdivision and is used to create dynamic textures and realistic material effects.




#189685 FRESH NEWS PC VERSUS PS4 UE4 comparison

Posted by routerbad on 03 April 2013 - 11:50 AM in General Gaming

The PS4 version suffers some frame rate issues, there are some details missing along with some details looking different, and the lighting scheme is different than the PC version

That's all I noticed

There is a LOT missing.  Tesselation on the lava, particle effects, lower resolution textures, some surfaces lack normal maps, the lighting is completely off, etc.

 

Like 3Dude said, though, there are still some very nice things being pulled off, but I don't think any of it is thanks to UE4 specifically.




#189682 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 11:45 AM in Wii U Hardware


Alex Atkin UK, on 03 Apr 2013 - 05:36, said:So what are we saying now then, potentially slightly under 4x the bandwidth of Xbox 360 (due to being clocked lower) as the Wii U might use 4 channels and likely at LEAST dual-channel?
I certainly have to agree that it would make little sense to have LESS bandwidth, and with the low-power architecture of the Wii U design overall I would be amazed if it wasn't at least dual-channel as its an almost free doubling of RAM bandwidth without drastically increasing the power/heat.


It DOES use 4 channels. We have pictures now, clear enough to know everything.

4 Chips of ram, 512 MB in each chip, each chip with its own bus, or 'channel'.

Each channel has 11 lanes, ddr3 gets 2 bits per clock from each lane.

Each channel is 22 bits. 4 channels makes for an 88 bit bus.

So you're basically getting 88bits per clock, per chip.  They are all going into the same memory controller, on the GPU.  we have a 352bit bus overall, and that entire bus is available for accessing RAM in game.  With one memory controller, and only software addressing restrictions, the memory controller can address the RAM in the most efficient way possible, which is alternating chips per address, to reduce refresh latency.  The Memory controller addresses it in this fashion, and creates an abstract address pool for software to access.  The games don't know how many memory controllers there are, all it recognizes are sequential memory addresses delivered from the controller.



Would that make it 17.6GB/s then?  800Mhz x 2 x 88= 17.6GB/s?  When you say channel, is that every line that you can see going from the ram modules to the MCM?

No, DDR3 is quad pumped, meaning you multiply the clock by 4 in the throughput calculation.

 

800 x 2 (bit channel) x 4 (clock multiplier) x 88 (bus width) / 8 (bits per byte)

 

I was using 700MHz in my calculations, but with 800 it comes to 70.4Gb/s

 

Dual Channel referring to the duplexing of the bus.

 

and he is referring to each chip being on it's own 11 lane channel. with 2 bits per lane.




#189679 In love with someone

Posted by routerbad on 03 April 2013 - 11:37 AM in The Café

And that's cool. I don't literally mean no one, I'm just saying it's exceedingly rare so there's no real need to get too involved at a young age. :)

It is exceedingly rare.  I still get double takes when we tell people that.  There is absolutely no need to be involved at a young age, there are way too many rogue hormones flowing through your body at that point to make any kind of reasonable decision.




#189665 Hi from Streetpass Maine!

Posted by routerbad on 03 April 2013 - 11:13 AM in Introduction Central

Streetpass mii is Usually Smertrius and Ive 602 Streetpass hits in total

What's with the necro, bro?




#189664 Disney Shuts Down Lucas Arts

Posted by routerbad on 03 April 2013 - 11:11 AM in General Gaming

Well that really sucks, I hope the laid off developers can find work in other development studios.




#189650 Wii U outsells PS3 in Japan thanks to DQX and Game&Wario

Posted by routerbad on 03 April 2013 - 10:48 AM in Wii U Hardware

Now if only there was a game here in America that made the Wii U sell like Monster Hunter and Dragon Quest normally do in Japan...

Lego City has been selling pretty well, and was number 4 in sales last week I believe.




#189644 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 10:29 AM in Wii U Hardware

Also, everyone dismissed this because it came from nes.

Right, because only kotaku, anandtech, Digital Foundary have reliable sources and know what they are talking about...SMH




#189633 Deus Ex Wii U Is Looks better then the PC version, Wii U features won't l...

Posted by routerbad on 03 April 2013 - 10:13 AM in Wii U Hardware

This game didn't have crazy graphics. Everybody was disappointed with the flatness. They probably put better lighting and made it less flat.

Look up the gameplay on max for PC this isn't that great graphically compared to games like Crysis, Assassins Creed, etc.

I hated the way ACIII looked personally on PC.  HR didn't have the greatest lighting but if you could run it with SSAO turned on it looked much better.




#189619 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 09:48 AM in Wii U Hardware

I remember something along those lines from the nes article

Thanks for that!

 

 

Not worth the geeky soap? (discussion with Wii U developers)

Even if this “bandwidth drama” is only debated within confined circles, it shouldn’t be discarded, especially to gauge the Wii U longevity in regard to technically demanding third-party titles. To better comprehend this situation, we had a little chat with a developer (wishing to remain anonymous), who has released a graphically solid retail game on Wii U.

InquiringMind: The first teardowns of the system happened, and it seems the 2GB of ram are DDR3-1600 chips on a 64 bit bus, up to 43% slower than the RAM bandwidth of Xbox360 & PS3.

Anonymous developer: These numbers are not the actual Wii U memory performance. I wonder if such low specs would even make a port from XBox360 possible.

Do you mean there is more to it, that the dismantling may have overlooked something and in fact the bandwidth is higher? Or perhaps those rates are indeed true, but your observations on the overall memory performance are better, thanks to the eDram and caches?

I’m not capable of calculating memory throughput of DRAM chips like those websites nor I know the memory controller or how many channels such a controller uses or the actual timings of those chips. But when using the Wii U CPU caches properly to write memory from A to B then these numbers above get exceeded by far. And I don’t mean theoretical throughput on paper but real throughput in a game situation.

But are you strictly talking of the 1GB of RAM or the whole memory chain, including the CPU caches that you’re referring to here or even the eDram? And if it’s the first case, could you not be aware of some kind of mechanism involving the caches and the eDram that would automatically speed up the data from or into the RAM, and that would explains your higher measured numbers?

I talked about the 1GB. But if our results differ from the theoretical limits i think we simply measure different things.

So if I understand right, you have a way to know the speed of the RAM at your end, and what you’ve seen is clearly greater than 12GB/S? Would you say it’s in the same ballpark than the 22GB/s bandwidth of the Xbox360?

In my experience the Wii U surpasses any of these numbers under the right conditions. But as said, i can’t calculate the theoretical bandwidth of such DRAM, I can only talk about the actual system memory performance which is very good for me.

 

So according to Anandtech, more of the same DRAM array on a faster bus with more lanes equals half the throughput, because Nintendo.




#189618 Wii U port of Deus Ex: Human Revolution "is sharper than the PC version...

Posted by routerbad on 03 April 2013 - 09:44 AM in Wii U Games and Software

sharp was probably the wrong adjective. It implies image resolution, rather than lighting and shadowing improvements.

They mention specifically better lighting, fog, shadows, and AA.  I don't think it will look a whole lot better than PC, and anything that does is thanks to engine tweaks.




#189617 I think Nintendo is scared to make a powerfull console

Posted by routerbad on 03 April 2013 - 09:43 AM in Wii U Hardware

I wouldn't. At the end of the day its all down to personal taste. To me that looks a million times better then the GameCube. That said the new PS3 Slim is probably the worst console design ever and extremely cheap looking to boot. The previous PS3 slim and the current Xbox 360 slim as well as the Wii and Wii U are some of the best designed consoles in my opinion.

The 360 Slim is my favorite console design.  The original PS3 was much better looking than the original 360, IMO, but I agree with you on the PS3 slim.




#189611 Wii U port of Deus Ex: Human Revolution "is sharper than the PC version...

Posted by routerbad on 03 April 2013 - 09:38 AM in Wii U Games and Software

  • Grenade Throw-Back: Grenades near Jensen appear on the GamePad, the player can then swipe the grenade icon to throw the grenade back.
  • New Augmentation “Tactical Pattern-Recognition System”: Display Jensen’s view through the GamePad touch screen. Moving the GamePad around will move Jensen’s view (the camera) in the same way, using the gyroscope. The NPC closest to Jensen’s center point of view (reticle) will have an extra information panel appearing over his head, giving precious information like the items carried, total health, armor type and state (unconscious, dead, normal). Jensen can still move and shoot while the T.P-R.S is active.
  • Infologs: Information packages that can contain detailed screenshots, voice recordings, drawing and typed notes all together. Infologs can be toggled as a physical beacon in-game to be played automatically when standing on it. Infologs can be shared through the Miiverse to your friends, which let them view your content in-game, without breaking the immersion.
  • New Game +: Lengthen the game with the New Game Plus; keeping Jensen’s augmentations on replay.
  • GamePad Mode: Ability to play on the GamePad (No TV needed).

Fan Features

  • Director’s commentaries; For the hardcore Deus Ex fans, approximately 8 hours of director’s commentary that reveals secrets and background info on the creation and production of Deus Ex: Human Revolution – Director’s Cut.
  • Strategy Guide: A strategy guide is available for the complete game including both the Missing Link and Tong’s Rescue mission. The strategy guide is implemented in-game and can be accessed through the Neural Hub at any time.
  • Achievements system; Original game achievements, The Missing Link achievements and new achievements are available!
  • A “Making Of” Video; The “Making Of” video of Deus Ex: Human Revolution, approximately 45min.
  • Left-Handed control mapping; for a total of 4 control layout variations
  • Languages: English, French, Italian, German and Spanish are available in both voice and subtitles. Choose to play the game with audio in one language but keep the subtitles on another. 

this is pretty insane.




#189609 Wii U outsells PS3 in Japan thanks to DQX and Game&Wario

Posted by routerbad on 03 April 2013 - 09:32 AM in Wii U Hardware

Not sure if true, but I read that DQX was only released for 2 days or so when these numbers came out. Hopefully, we'll see an even larger spike in Wii U sales next week.

Perhaps, It was for the week of 25-31 March.  Not sure exactly when it released, this is a copy paste from another news source.




#189608 In love with someone

Posted by routerbad on 03 April 2013 - 09:31 AM in The Café

Simple. Wait until you're old enough and mature enough to handle a real relationship with a real woman.

No one ever has a serious relationship at your age.

Weeeeelll, I ended up marrying someone I started dating at 16.  Been together 12 years, married for 6.




#189595 Why can;t E3 announcements be like this?

Posted by routerbad on 03 April 2013 - 09:04 AM in General Gaming

Rubbish. They have always been filled with journalists. Presentations are always geared primarily to people in the industry and gaming journalists. Its only in recent years with Internet streaming has there been exposure to the gaming public.

They did have fans in there though.  They use that to get some applause from the audience, otherwise it sounds boring.




#189594 Wii U outsells PS3 in Japan thanks to DQX and Game&Wario

Posted by routerbad on 03 April 2013 - 09:01 AM in Wii U Hardware

Source

 

 

The Wii U has had a rough couple of months where games originally announced for the launch period that ended March 31st have been pushed back out of reach, leaving something of a drought for many consumers. However, the console seems to be picking up in speed, as this week the Wii U finally outsold the PS3 in Japan.

So what’s the cause of the jump in sales? Well, Dragon Quest X and Game & Wario are finally available in the country, which probably spurred numerous people to go out and get a system in order to play those games. Remember, Dragon Quest X is an MMORPG with a subscription fee, so those who purchased the system for that game will be using it for quite some time. Perhaps if sales for the game are good enough, we could see a localized version in the rest of the world.

--------------------------------------------------------------------------
|System | This Week | Last Week | Last Year | YTD          | Last YTD |
--------------------------------------------------------------------------
| 3DS #  | 66.980      | 76.553       | 121.921    | 1.258.395 | 1.240.445 |
| PSV     | 31.795      | 41.073       | 12.105      | 336.059    | 202.504    |
| WIU     | 22.829      | 11.398       |                  | 226.960    |                  |
| PS3     | 19.069      | 22.942       | 23.771     | 303.914     | 420.622 |
| PSP #  | 12.594      | 12.690       | 18.356     | 210.110     | 277.974 |
| WII       | 1.858        | 1.720         | 9.292       | 26.265       | 160.167 |
| 360      | 598          | 610             | 1.317       | 9.548         | 18.176   |
 




#189592 Wii U's RAM is slower than PS3/Xbox 360.

Posted by routerbad on 03 April 2013 - 08:54 AM in Wii U Hardware


routerbad, on 02 Apr 2013 - 10:17, said:It does look to be headed straight into the GPU from the angle on the mobo.  
gqSDvioKMCE2DKCr.huge_.jpg
Yep, straight into the GPU, unless the memory controller and entire northbridge is sitting on the MCM just outside the GPU.


Im guessing it goes straight to the gpu too.

The whole bandwidth, and then capacity is set aside. No halving bandwidths.

That amounts to an almost criminal oversight and underestimation of the memory performance.  No wonder developers were saying things along the lines of "we've gone way past that in terms of bandwidth, but I can't say any more than that."  I need to find the actual quote, its much better than memory serves.




#189589 Wii U won't be getting Unreal Engine 4

Posted by routerbad on 03 April 2013 - 08:43 AM in Wii U Hardware

What are you babbling on about? 

 

Learn to Google

 

Funny thing is, my post was paraphrasing you from an earlier post. So I guess the real a$$hole is actually you. No argument there.

That's a terrible article, developers will not be able to use all 8GB of RAM to experiment, where do they think all the encoded video will be stored along with the OS (kernel) footprint and any possibly suspended software.  Imagine you suspend a game, then because the other game you play uses too much RAM, it either forces it out of memory or goes into an N64 style lo-res mode to make up the difference.  That would make zero sense, and with all the additional services, much of that 8GB will be unavailable for development.

 

Also, they cannot improve DirectX11, the API is wholly owned by Microsoft and Sony does not license it.  What they can do is try to implement the same features in their own API.  The "improve" part is marketing speak, and the entire article seems to have been copy pasted from a press marketing pamphlet.





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