If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Dinosaur Hunter
|
Farid, formerly Vysez, said something about such a thread here. Having followed the thread since the beginning, I thought I'd summarize:
There have been a couple interviews, both translated, one from Nintendo and one with Ubisoft (not the spurious one I posted a while ago, sorry about that) that indicated that the WiiGPU does not have modern shaders. We are likely dealing, then, with either a fixed-function T&L or something programmable, but not as powerful as a vertex shader. As for games, every Wii game that was introduced in some clip or another with advanced-looking self-shadowing completely lacked it in the final build, and we are seeing way more bullshots than we ever saw for Gamecube (a bullshot meaning a devshot that isn't even running on the game engine with game assets, not just something in high-res with 16x FSAA). The devs of Heatseeker claim that the final build will have self-shadowing; likely it will be Factor5's implementation--or the devs could be BSing us. We have yet to see more than a few effects in Wii games that we haven't seen in Gamecube games, and what few we have seen have mostly been in Red Steel. But what we have seen are substantially more fillrate-burning effects like motion blur, depth of field, light bloom, and various transparency effects that make use of indirect texturing, more than we'd expect from a 50% overclock. We're seeing pretty consistent 480p and widescreen, and framerates are mostly OK. Unfortunately, we're not seeing FSAA or AF. We're not seeing fully-normal-mapped (or even detail mapped) scenes, and we likely won't. IGN has been rather useless, as Matt C seems to be completely unaware of what Gamecube was capable of in the first place. Julian Eggebrecht has expressed disappointment and just how poorly developers seem to understand the hardware. Fanbois continue to crawl out of the woodwork with dreams about GPUs in USB dongles, extra RAM in flash cards, secret untapped potential to be unlocked in a future firmware update, advanced vertex shader effects being magically done with a texture unit, and so on. They are summarily ignored. The big mystery in all this is what the extra transistors in Hollywood are for. Flipper was 106 mm^2 on a 180 nm process. Hollywood is 72 mm^2 on a 90 nm process, making it too big for just a process shrink. So what's in there? Extra pipelines and texture units? A more complex T&L engine? Registers for 32-bit color? We don't know. Upcoming titles to look at are Heat Seeker and Metroid Prime 3. Also, at 19 mm^2, Broadway has a little more die space than the 16 mm^2 PPC 750CL. Edit: This prose summary has been followed by charts, facts 'n' figures, pictures, links, quotes, and other stuff by StefanS below. Think of this as an abstract.
__________________
Don't vote; it just encourages them. Last edited by fearsomepirate; 15-Feb-2007 at 03:50. |
|
|
|
|
#2 |
|
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
|
I'll do a proper summary once I've finished browsing the big one, so stay tuned.
EDIT: page 82 phew...
__________________
"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
|
|
|
|
#3 |
|
Naughty Boy!
Join Date: Jul 2005
Location: Tampa, FL
Posts: 4,656
|
Thank you both for your efforts! Much appreciated.
__________________
"...the first five million are going to buy it, whatever it is, even if it didn't have games." "I don't think we're arrogant" ...it seems laughable, laughable I tell you, that early 2012 technology that is under the 2005 budgets for the consoles cannot fit into a next gen box. - Acert93 |
|
|
|
|
#4 | |||||
|
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
|
Ok, I never want to do that again. I need to forget that thread or I'll have nightmares about it... Another thing I want to point out beforehand: this is just the bare summary and I tried to stick to the "facts" as close as possible
I'll start off with the hard facts (100% confirmed), followed by the nearly 100% confirmed (if possible I'll try to cite multiple sources). So let's start: A look inside Wii ![]() ![]() Wii dismantled: http://pc.watch.impress.co.jp/docs/2...1/nintendo.htm http://pc.watch.impress.co.jp/docs/2...9/nintendo.htm Nikkei article (thanks to Mmmkay) Quote:
Flipper 110 mm2@180nm Schematics Scheme source Goto article on future revisions; see also http://www.beyond3d.com/articles/futureconsole/ Memory: 64 MB GDDR3 + 24 MB 1T-SRAM + embedded RAM (most likely 3 MB like Flipper) Specs of the GDDR3 (found by zeckensack) Quote:
Broadway: Official: SOI by IBM 90nm Goto: http://pc.watch.impress.co.jp/docs/2.../kaigai301.htm * "Broadway based on Gekko" & customized 750CXe; theafu claims to have insider knowledge and it's a 750CL LINK; my money is on Goto, though Maxconsole Net Maxconsole Net's specs Note: the maxconsole net specs have been backed up by at least 2 other sources ( Different source backing up the Max Console specs). Quote:
Hollywood Official: Hollywood designed by ATI 90nm embedded DRAM LSI Goto: http://pc.watch.impress.co.jp/docs/2.../kaigai301.htm * GPU lacks shaders -> TEV texture combiners Maxconsole Net Quote:
Different source backing up MaxConsole Quote:
so far we've also seen dithering problems in Wii titles -> GCN legacy 24bit incl. alpha???. See post here about the TEV Old GCN article on the features of the TEV old thread on TEV with comments from ERP Ingenu post with old Flipper patents incl TEV
__________________
"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
|||||
|
|
|
|
#5 |
|
Naughty Boy!
Join Date: Jul 2005
Location: Tampa, FL
Posts: 4,656
|
Stupid question:
Why didn't they take the same silicon design they have here and clock it higher for better performance? or Simply take the same GC and overclock it using the latest process shrinks to achieve better performance and near zero R&D? I know they wanted a small quiet box, but 65nm was/is right around the corner which would enable a smaller quieter box while at the same time providing a more significant bump in ability over GC. From looking through the thread and following a few links it seems Wii certainly has a decent advantage over GC but it just seems odd that they would invest as much into R&D as they did only to match what would seem possible by just Oc'ing their current designs. Am I missing something? *outside of memory systems*
__________________
"...the first five million are going to buy it, whatever it is, even if it didn't have games." "I don't think we're arrogant" ...it seems laughable, laughable I tell you, that early 2012 technology that is under the 2005 budgets for the consoles cannot fit into a next gen box. - Acert93 Last edited by TheChefO; 14-Feb-2007 at 22:44. |
|
|
|
|
#6 |
|
Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,846
|
They didn't need a much better process for more speed. The chips are limited by 1) the eDRAM 2) plain design. That PowerPC isn't designed for super high clock, for example. It's not a matter of simple size reduction. The design itself must be tailored with a clock speed in mind. I bet there's also a sizable amount of clock speed shied away from simply to maximize yields.
Plenty of vastly more powerful and larger GPUs have been built on even 150 nm. My view is that they built Wii to be extremely cheap. They put some R&D into the new controller though. But, still.... And, of course, their campaign calls for warm fuzzies about developer ease, low prices, etc. |
|
|
|
|
#7 |
|
Senior Member
Join Date: Aug 2005
Posts: 1,510
|
The only reference I could find on Ubisoft speaking about shaders.
"Ubisoft’s Ancel on Wii’s Graphics: “In terms of visuals, if it’s fluid, if you can understand the picture, that’s enough. The number of polygons does not make you laugh or cry. We did a lot of good looking games on this generation of graphics processors. The Wii hardware is more powerful than those, so that’s good enough for us. We’re using our energy on gameplay and new ideas more than on shaders and things like that…The hardware capabilities aren’t a limitation. It’s more a question of coming up with new ideas than worring about technical specifications. With the Wii, it’s all about having fun.” |
|
|
|
|
#8 |
|
Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
|
Very nice, I would just add that the CPU is also bigger than expected and we are certain of this because Broadway is 19mm^ and the 750CL, which is already a superset of Gekko , does have a die size of just 16mm^, so the Wii CPU is also upgraded. We dont know what are the upgrades in it.
|
|
|
|
|
#9 |
|
Member
|
I have a question.
Is possible that Gamecube-Wii graphical part is more dependant of the exclusive graphics API for GCN than the hardware itself? |
|
|
|
|
#10 | |
|
Member
Join Date: Aug 2005
Posts: 733
|
I seem to remember a dev (from Konami ?) speaking about accelerated physics in the Wii hardware ?
Here it is : Elebits Interview Quote:
|
|
|
|
|
|
#11 |
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,044
|
He didn't say about accelerated physics. He was asked about development. Development is easy - the Wii system has built in physics simulation. By that I understand the development system, Software tools, has a physics library included. Thus adding physics to a game built on an existing GC-style development kit is easy. Talking about hardware accelerated physics makes no sense in a question about development difficulty. The presence of physics accelerating hardware makes no difference. It's the software to implement the physics on whatever hardware is there that matters to development difficulty.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
#12 |
|
Member
|
I agree with shifty. The tools are what provide easiness for developers. However at this point we can't exclude the possibility that the extra transistors are in some way related to physics acceleration.
I have been considering this a likely possibility given the lack of performance or effects in the Wii titles. |
|
|
|
|
#13 |
|
Dinosaur Hunter
|
Yes, we can. The only hardware physics accelerator out there right now is basically a large chip full of large vector units. The extra die space in Broadway is nowhere near large enough for this kind of hardware.
__________________
Don't vote; it just encourages them. |
|
|
|
|
#14 | |
|
Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
|
Quote:
I do not expect it, but it is possible. |
|
|
|
|
|
#15 |
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,044
|
I guess it's the idea of specific physics acceleration that makes no sense. If you're going to put acceleration hardware in there, but only a small amount, you may as well just put in versatile vector units for accelerating physics or anything else. If Broadway includes any 'acceleration' hardware, my guess is it's some sort of VMX units, at which point we can't really call it a physics accelerator, unless it's left inaccesible to the developers except through the physics component of the SDK.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
#16 |
|
Member
Join Date: Oct 2002
Posts: 542
|
This thread will eventually to be just as large as the previous one. For every visually great looking Wii title, there will and must be a discussion. There's GFX features that may appear that were previously believed not possible appear on Wii. Just like fur rendering or per-pixel lighting on GC. It has now become a part of the appeal of Wii, its a mystery console technically.
I expect to read some pretty interesting arguments and discussions.
__________________
The Terminator is out there, it can't be bargained with, it can't be reasoned with, it feels no pitty or remorse. And it absolutely will not stop until you are dead. One of the greatest lines delivered in film history. |
|
|
|
|
#17 |
|
Registered
Join Date: Feb 2007
Posts: 45
|
Considering they have used a G5 processor,which is more then likely or even common sense, at 729Mhz and 90nm the processor is bound to be atleast twice the performance of the Gekko. I don't think they are going to reduce the number of transistors in a G5 to match the 750CL, makes no sense, none of the technology in the system is old, the 1T-Sram even has faster latencies then the NGC's.
750CL a power consumption is just under 2 watts. The whole Game Cube uses 39 watts The Wii uses 53 Watts If the aim of the game was to use the same number of transistors as the NGC but just clock it slightly faster in 90nm the Wii would consume about the same power as the NGC which is not the case. http://tomshardware.co.uk/2006/10/04...erpc_lowpower/ "The chips could also find their way into independent game consoles" Toms Hardware. (The PS3 already uses a 970 for the PPE) The 750CL and 970GX are the mian low power cpu's so the Wii is most "likely" to use the 970GX. The 970Gx consumes 10 watts of power @ 729Mhz, and im sure we have all seen news of the ATI mobility GPU's low power consumptions, My Nvidia Quadro 3400 uses about 85 Watts, Radeon mobility X1000 series are designed to operaten laptops that total to aound 80 Watts. (Powerplay 6.0 technology, sounds ideal for the Wii) So realistically it's more likely that Nintendo has chosen to use a downscaled G5 and Radeon X1000 in the making of the Wii. Just an opinion! |
|
|
|
|
#18 | |
|
Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,175
|
Quote:
|
|
|
|
|
|
#19 | ||
|
Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
|
Quote:
Quote:
It is just a warning before one read to much into what Matt says.
__________________
Last edited by pc999; 15-Feb-2007 at 23:22. |
||
|
|
|
|
#20 |
|
Dinosaur Hunter
|
No, that's not realistic. Broadway's die is way too small, and the clockspeed is way to low to be just a G5 variant. Hollywood's die, although bigger than a shrunken Flipper would be, is also pretty small. And then there are the multiple "no shaders" comments from developers and industry insiders. Your imagined hardware was realistic before we learned as much as we know now. Now, we're about 95% sure it's an improved variant of Gamecube hardware.
__________________
Don't vote; it just encourages them. |
|
|
|
|
#21 | |
|
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
|
Quote:
__________________
"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
|
|
|
|
|
#22 | |
|
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
|
Quote:
__________________
"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
|
|
|
|
|
#23 |
|
Senior Member
Join Date: May 2002
Posts: 4,307
|
|
|
|
|
|
#24 |
|
Senior Member
Join Date: Aug 2005
Posts: 1,510
|
Are there actually quotes from devs saying that the Wii has no shaders? I've never read that from anyone besides Matt.
|
|
|
|
|
#25 |
|
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
|
Goto said the same (check the summary).
__________________
"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|