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#1 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Hey folks, we're back again. This time we've rocked our collective brains and extensive knowledge of GPU hardware together to bring you a speculative piece on the GPU powering Nintendo's WiiU based on some of the rumours and hints that have arisen since before and after E3. We present several scenarios whilst trying to bring some modest reasoning to the forefront. So have a look here!
http://www.beyond3d.com/content/articles/118/ Big round of thanks to Farid, AlexV, WillardJuice and a pixel counter for their input and assistance for the timely release of yet another B3D article!
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#2 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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Good read, very timely!
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#3 |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,038
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Are you that pixel counter Mr Strong?
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It all makes sense now: Gay marriage legalized on the same day as marijuana makes perfect biblical sense. Leviticus 20:13 "A man who lays with another man should be stoned". Our interpretation has been wrong all these years! |
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#4 |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,338
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Awesome, can't wait until I can read this. Thanks for the heads up Al.
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#5 |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,038
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On the ED-RAM question: What if the Wii U can use the CPU ED-RAM as the memory target to resolve the frame buffer to? Maybe they simply decided they didn't want to create two separate pools of that memory and the slow downs seen in games like Ghost Recon are because the developers still haven't decided on whether or not to make use of that particular pool for rendering?
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It all makes sense now: Gay marriage legalized on the same day as marijuana makes perfect biblical sense. Leviticus 20:13 "A man who lays with another man should be stoned". Our interpretation has been wrong all these years! |
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#6 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Maybe.
Quote:
I suppose there's also cache locking on the CPU side to avoid resource contention or thrashing there.
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#7 | |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,038
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You're such a bashful one...
Quote:
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It all makes sense now: Gay marriage legalized on the same day as marijuana makes perfect biblical sense. Leviticus 20:13 "A man who lays with another man should be stoned". Our interpretation has been wrong all these years! |
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#8 |
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Member
Join Date: Aug 2005
Posts: 570
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Excellent article, concise, accurate within the possibilities offered at the time, unparalleled when compared to what has been discussed in forums, technical sites.
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#9 |
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Registered
Join Date: Jun 2006
Posts: 1
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Decided to actually post here (I registered in 2006) to say how fascinating I found this article. Great read!
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#10 |
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Senior Member
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Great read.
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#11 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 4,997
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Nice article, but, *ahem*, maybe a bit speculative in nature... When it's so hard to find any "meat" on WiiU then the whole article becomes nothing except guesswork. Oh, it'll be an IBM CPU and AMD GPU...and then we extrapolate from there, based on the size of the enclosure shown at E3.
Also two very minor nitpicks: SNES had afaik a total max of on-screen colors of 256, shared between backgrounds and sprites. To exceed that you needed to write new values into color registers on a per-scanline basis, but that's fakery and thus not exceeding the total of 256 unique colors. Also, the SuperFX was not a DSP coproessor, it was from what I understand a custom RISC CPU (clocked at 12 or 21-ish MHz, with up to 512k RAM available to it I believe.) The SNES had a whole slew of in-cart coprocessors, a bunch of them were third-party creations, like Capcom's C4 for example. Some also were actual DSPs, like the chip powering Nintendo's Pilot Wings.
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#12 |
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Senior Member
Join Date: Sep 2006
Posts: 1,420
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So even in the worst case scenario, WiiU will still have more than enough power to run current console games with some better performance.
To be honest, im more interested in CPU and RAM. GPU will be good in any case.
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#13 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
4 chips on 128-bit bus makes sense for GDDR5 as well...
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#14 | |
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Registered
Join Date: Jun 2007
Posts: 2
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Quote:
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#15 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 4,997
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I'm hoping for eDRAM again. It did wonders for the GC/Wii, and the 360 also of course.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#16 |
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Senior Member
Join Date: Feb 2002
Posts: 1,865
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I'm missing some discussion re:lithographic process for a GPU that is not yet in à material state, and due to be launched Q2 2012. The article seems to assume the same 40nm process AMD first delivered the HD4770 on in spring 2009. Which is not necessarily a given, and worthy of at least some mention.
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#17 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
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#18 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
For comparison's sake, TSMC had 65nm at the end of 2005, yet we didn't see its use in consoles or even other GPU markets until mid to late 2007. It's not like the complexity of the smaller process nodes is going to make the transition to 28nm any smoother for mass production - just take a look at how long 28nm has been delayed in the first place.
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#19 | |
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Senior Member
Join Date: Feb 2002
Posts: 1,865
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Quote:
Can't really comment on the die size vs. wafer cost tradeoff, other than that it should swing in favour of the smaller process with time. Of course, you may also have some undiscloseable inside info. |
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#20 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
I mean, it's not like 40nm is crappy at all right now, and shifting to a new process so early doesn't automatically mean good power characteristics (and thus has implications for clocks & usable chips).
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#21 |
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Senior Member
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They could choose to use 40nm just as stopgap for about 6 months. But I think, it would last for much more than that.
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#22 |
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Member
Join Date: Nov 2006
Posts: 229
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Interesting article. I wonder why 640 shader units wasn't mentioned as an option? Because, from what I've been told, that's supposedly what we're looking at. Quite possibly complete bull, of course...
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#23 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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That's probably the lowest hanging fruit, just re-using the base RV740 design (although it's more hairy than that, of course). However, I'm having trouble seeing them provide even remotely adequate bandwidth for such a wide beast, irrespective of what they'd do with regards to memory.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#24 |
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Registered
Join Date: Sep 2005
Location: France
Posts: 290
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i wonder if it could handle something like that old fake fan made "tech" demo of the revolution in 2005, it gave me chills at the time.
http://www.youtube.com/watch?v=2cbdJeE-x6E |
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#25 | |||
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
I'd almost prefer 480SPs so they can still keep higher clocks for say... geometry, but who knows what the goal is exactly. Quote:
From the RV740 article: Quote:
I hope. >_>
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