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PotatoHog's daily lesson on the Wii U CPU/GPU situation


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#61 Plutonas

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Posted 28 November 2012 - 09:42 PM

the 1.2ghz rumor doesn't make any sense. The faceoff is for unoptimized code and with a lot of other limitations in place. you can't just speculate the flops you can get out.


The low fps proves 1 thing.. That wii U cpu is slower than the current gen, but thats not an issue, if developers modify their engines and free the cpu from making graphics or at least most of it...! Wii U is a gpu based system... Dont forget that all this games are ports from 360 and 360 is a cpu based system... as it has a very weak gpu.

Also ps4 will be a gpu system.. A10 gpgpu is not that strong in pc, maybe it is 1/4 power (unmodified) from ps3 cell cpu... maybe one of the weakest... but it will have 2 gpus, that means the next gen will not be based on CPU power.

The only differense cell with A10 is, 1 core vs 4... A10 performs better in multitasking than cell does... but cell is overall a faster cpu and is been used to produce graphics on ps3. Ps4 will be another story.. Is going to be more like wii U, slightly better from 0.5-2x times... That means... in a next gen game gpu based programing... PS4 may have 60 fps 1080p... wii U will be 50-60fps 720p+ (but same effects, content, looks, etc).

The reason next gen jumbs into gpus instead of cpus, is the cost... cpus run slower if they produce graphics instead of gpus and gpus cost much much cheaper and much much faster...

Edited by Orion, 28 November 2012 - 09:57 PM.


#62 Socalmuscle

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Posted 29 November 2012 - 01:01 AM

...

Edited by Socalmuscle, 29 November 2012 - 01:05 AM.


#63 BrosBeforeGardenTools

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Posted 04 December 2012 - 05:11 PM

Daily lesson: So what matters in GPUs in addition to clock speed is the number of ROPs, TMUs, and Shaders. Basically. We know the clock speed of the Wii U GPU. But my question is, how many ROPs, TMUs and Shaders do you think it will have?

The Xbox 360's GPU had 8 ROPs, 16 TMUs, and 240 shaders, and was clocked at 500MHz.

ROPs basically control the pixels, which is important to graphics. TMUs basically control the textures or texels, which is also important. And most of you are probably familiar with shaders, the computer power of the GPU, which is important. Fillrate (ROPs and TMUs) and shaders are both important in modern GPUs.

To help you in trying to guess the ROP/TMU/Shader count, here is a comparison article: http://en.wikipedia....rocessing_units

Edited by PotatoHog, 04 December 2012 - 05:13 PM.


#64 3Dude

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Posted 05 December 2012 - 06:26 AM

Daily lesson: So what matters in GPUs in addition to clock speed is the number of ROPs, TMUs, and Shaders. Basically. We know the clock speed of the Wii U GPU. But my question is, how many ROPs, TMUs and Shaders do you think it will have?

The Xbox 360's GPU had 8 ROPs, 16 TMUs, and 240 shaders, and was clocked at 500MHz.

ROPs basically control the pixels, which is important to graphics. TMUs basically control the textures or texels, which is also important. And most of you are probably familiar with shaders, the computer power of the GPU, which is important. Fillrate (ROPs and TMUs) and shaders are both important in modern GPUs.

To help you in trying to guess the ROP/TMU/Shader count, here is a comparison article: http://en.wikipedia....rocessing_units


I suspect this info will be available soon.

I dont think raster operation pipes will be too much higher than 360.

Its a1080p system like 360. Though it does seem to have noticably better AA on some multiplats, and much improved AA on some exclusives (trine 2 and nanostray come to mind accordingly) and also needs to be able to render a seperate 1080p screen when its not just streaming the same image.

So it probably has a modest boost in rops.

Shader units seems to be a dramatic increase just judging by the serious lighting solution improvements just in something as graphically minimalistic as nintendo land.

Texture mappers? Eh its a pretty sizable die, even after you take into account the footprint of the edram and dual core arm, so it probably has a good number.

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#65 BrosBeforeGardenTools

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Posted 05 December 2012 - 06:29 AM

I dont think raster operation pipes will be too much higher than 360.


It only needs 16 to possibly have a dramatic effect over the 360. And the next step up from 8 would be 16 in most cases. If it only has 8, which I hope not, it won't really be able to handle 1080p much better than the 360/PS3.

Edited by PotatoHog, 05 December 2012 - 06:29 AM.





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