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esrever

Member Since 22 Nov 2012
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In Topic: PotatoHog's daily lesson on the Wii U CPU/GPU situation

28 November 2012 - 02:53 PM

Is it just me or does it really sound like some random guy went to the POWER7 Wikipedia page and just took the maximum amount of eDRAM he could and posted it on Neogaf? (please remember that the eDRAM 32MB rumor appeared alongside the POWER7 CPU bonanza)

the quote was for the other guy who didn't know that the edram in the cpu was for an L3 when IBM uses it. It has nothing to do with amount in the Wii u. The CPU eDram is probably less than 4mb.

its not calculations, but speculations... If its slower than ps3 and 360... then its lower than 30 gflops... I am very generous... New articles pop up, saying that wii U cpu runs at 1.2ghz... hahaha this is worse than mine.

Look at this article.. very interesting!! http://www.eurogamer...-wii-u-face-off

you can see even the fps meter between the 3....

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.

In Topic: Wii U 'Has A Horrible, Slow CPU' Says Metro Last Light Dev

28 November 2012 - 02:45 PM

No, YOU didnt hear about ps3 difficulties until later on down the road. Devs were whining about the horribly ineffecient cpu's in the ps3 AND 360, in order deep pipelined, crap branch prediction, with a 500 cycle miss penalty, all the way up until the point the wii was announced.

And the system draws 75 watts from the wall, depending on the effeciency rating of the psu, we are probably looking at a max draw of 60 watts. The system draws 33 watts when its not doing anything, and 35 watts when playing nsmbu (LOL). Id hardly consider that putting the system under an average load, you DO know every system ever made draws more power if the game is more demanding, or do you SERIOUSLY think the wii draws the same power playing nsmb vs skyward sword, or a 360 uses the same power when playing geometry wars vs halo 4. Your logic is extremely poor.

Ha ha. Are you serious? 1.8x optimization performance is a serious challenge on a new system?

Shin en: 'For instance, with only some
tiny changes we were able to optimize certain
heavy load parts of the rendering pipeline to 6x
of the original speed, and that was even without
using any of the extra cores.'

600% performance increase. on 1 core. with 3 cores on parellelizable code, 1800% performance increase.

Audiokinetic wwise middle ware, 2012 v2 (first optimizations made to wii u support.)

Wii Uâ„¢
Audio on Wiimote and rumble on Wiimote and
DRC is now supported. Delay, Peak Limiter and
RoomVerb have been optimized by 2.3x to 4.4x
on Wii U.

230% to 440% performance increase. (this is for porting games from ps360 using the wwise middleware, so they are using the cpu and not the audio dsp.)

http://www.audiokine...news/227-2012-2

broken code for the optimizations. The in order pipelines were common place for anyone coding for embbed system/consoles or mobiles. The complains were mostly due to having to deal with the PPU to work anything on an SPU. You seem to be throwing things around that you don't understand. That is all Im going to say.

In Topic: Wii U GPGPU?

28 November 2012 - 02:40 PM

The 360 cpu wasn't bad. It was designed for getting a decent foat point performance which is what you needed for gaming. The shared cache and such is where the most problem was but it was still the most efficient console cpu of this generation. The CPU in the 360 is about as powerful as a modern atom for general purpose code but that is still pretty good for what it needed to do which was heavy floatpoint. The memory optimizations in software is what is used to by pass the inefficiencies.
The gpu/cpu memory acess worked well enough with the implementation since the gpu is really the only one acessing memory a lot in that situation.

The Wii-u's cpu is much worse. From what I can gather, the memory archietecture is ancient along with very little fast cache means its akin to a pentium 3. It does have a edram to buffer the memory but that is slower than the cache and can only be used as a high level buffer to memory. It doesn't make up for all the cache misses. The prefetching is also slowed down due to the 12.8mb/s main memory.

The edram in the gpu would be used for frame buffers which allows for AA. It can do higher resolution and high AA levels than the 360. For gpgpu, it is very unlikely that the gpu edram is used because the system ram is where the memory is stored and accessing that would still have to go throu the CPU.

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

23 November 2012 - 03:13 PM

This guy.

Sony drones are expecting some master race system with games running at 4k resolution. There will not be a jump like with previous generations.

sony said themselves that the ps4 aims at 1080p 60fps for all games.

In Topic: Wii U GPGPU?

23 November 2012 - 12:24 PM

judging by the size and the quote for DX 10.1, the gpu would be most likely a custom 4670 die with eDRAM.

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