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#3726 | |
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Join Date: Nov 2006
Posts: 229
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#3727 |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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Wii U was made for quick PS360 ports until Nintendo starts dropping their 1st party games that everybody is actually been waiting for.
There is no hidden "GPGPU" function that developers have yet to discover and use to propel Wii U performances to new heights, its simple. Wii U CPU was made to be backwards comp with Wii and cheap to develop first, performance came second. Every 3rd party game that you could consider demanding (BO2, Arkham City, ME3) has performance issues with more CPU intense scenes on Wii U. ACIII has it too only Digital Foundry hasn't yet made a comparison. Game is locked at 30fps but it drops to mid 20s in even most basic scenes (360 version runs those at avg 35fps) so I wouldn't expect much more from Wii U on 3rd party front. Can't even imagine how bad GTAV would chug on it... |
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#3728 | |
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member
Join Date: Feb 2002
Posts: 7,507
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Think of it as having the ability to add another 100K particles into your scenes that can't have any effect on gameplay or anything happening, they're basically just dressing. You can design a game from the ground to have visuals that rely on this feature and produce some nice results - but you can't take an existing game's code and just make some critical elements of it use GPGPU instead of the CPU.
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My opinions do not represent that of my employer blah blah etc. |
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#3729 |
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member
Join Date: Feb 2002
Posts: 7,507
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Sebbi, your insight to game programming and your willingness to share your knowledge are both exceptional. Just wanted to say that I'm really grateful for your participation in this forum.
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My opinions do not represent that of my employer blah blah etc. |
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#3730 | |
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Member
Join Date: Aug 2005
Posts: 318
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#3731 |
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Member
Join Date: Nov 2008
Posts: 207
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#3732 | |
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Senior Member
Join Date: Mar 2010
Location: Cleveland, OH
Posts: 1,568
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Wii U's GPU is going to largely remain a streaming processor. If the tasks need heavy caching to work well then they're going to bomb on GPGPU. Having slow main RAM only makes the situation worse, particularly when you don't want to spare any eDRAM for non-GPU tasks (which you normally wouldn't I'd think, especially if you're texturing as much as you can from there) function is satirizing these people. He was exaggerating and trying pretty hard to look silly on purpose. If there are people who would phrase it the way he did and actually mean it then there's something pretty wrong with them. |
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#3733 | |||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,051
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If you just follow all the positive PR surrounding Wii and Wii U, all the talk of amazing, secret features, and special abilities, and Nintendo expertise, every single one was bunk. Is there really reason to think that this time Nintendo has a technological feature that'll make all the difference, especially in light of the evidence t the contrary? The GPGPU capabilities of Wuu will have some support roles, I'm sure, but it's highly unlikely that the GPU will be doing a lot of the game code heavy lifting.
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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. |
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#3734 |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,042
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Would it be safe to say that GPGPU is at least an order of magnitude more difficult than regular programming? Even compared to the Cell GPGPU is still quite a bit harder if you want to do anything useful/important/critical for the game code, isn't it?
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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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#3735 | |
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Member
Join Date: Jan 2010
Location: Hamburg, Germany
Posts: 987
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x: RCP_sat R2.x, R1.y y: RCP_sat ____, R1.y z: RCP_sat ____, R1.y Last edited by Gipsel; 02-Dec-2012 at 13:07. |
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#3736 |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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I think the 360 has been able to do that since 2005 thanks to MEMEXPORT. Sebbbi talked about using it in Trials Evolution - iirc he said the 360 was beyond even DX 10.1 in that regard. If Nintendo allowed a similar feature through their WiiU API then they would have no reason not to list compute shaders too.
It wouldn't have to mean that Nintendo had rearchitected AMD's graphics chip to be GPGPU monster though, or that they had solved all the issues around GPU physics, or that it was the reason they chose such a weak CPU etc as wsippel seems to be implying. |
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#3737 | |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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So, WiiU edram bandwidth.
Looking at this (http://www.eurogamer.net/articles/di...wii-u-face-off): Quote:
So what kind of bandwidth would we be looking at? I started thinking about the PS3, where RSX had its 256-bit memory bus split into two buses (sort of), with a 128-bit bus connected to GDDR3 and the other half bent around and pointing at the CPU with that FlexIO thing. So then I thought (perhaps a little naively) "the WiiU has a 64-bit bus going to main memory, what if it had another 64-bit bus (the "other channel") pointing at the edram?" The simplest way might be to run both channels at the same speed and simply address the different banks of memory sequentially. So I wanted to compare data transfer rates, and it seems that the 40nm edram process from NEC can scale up to 800 mHz: http://www.simmtester.com/PAGE/news/...3424&num=10720 ... which is the possible (likely?) clock of the DDR3 the WiiU uses. Would this be possible? Can edram be accessed using DDR data rates/protocols/whatever? Could ~13 GB/s of video memory bandwidth be in the right kind of area for what we're seeing? Seems very low, but, yunno .... Nintendo, and that. MSAA, transparencies and lots of z-tests (no fancy CPU for culling on the WiiU) are the kind of things that should eat up available frame buffer bandwidth. How common are these things on WiiU and what kind of performance do we see where they occur? Last edited by function; 02-Dec-2012 at 20:06. Reason: Did not mean "DDR data pins". I know that on chip you wouldn't use a "pin". Don't know whay I put that. |
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#3738 | |
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Registered
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#3739 |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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No to what? Can't access edram using something like a DDR3 bus?
Or no to the bandwidth? Because as bad as that sounds - and it's just a far-out bit of pondering, I'm not pushing it as Truth - an A10 5800K with the same aggregate bandwidth absolutely kicks the WiiU's face off. Hell, Llano / A8 will kick its face off with less. And when the PS3 is beating you at transparencies .... Edit: here you go, performance scaling with bandwidth on Trinity. At DDR3 1600 (and lower) you have something vastly beyond the WiiU, with probably 4X the CPU (more?) and a much beefier GPU. http://www.tomshardware.com/reviews/...0k,3224-5.html And the Batman: Arkham City bit is somewhat topical: http://www.tomshardware.com/reviews/...k,3224-15.html Last edited by function; 02-Dec-2012 at 19:49. |
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#3740 | |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,030
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To have eDRAM and NOT have massive on-chip bandwidth would be completely illogical, as the whole - in fact ONLY - point to put DRAM straight on the chip is to provide large amounts of bandwidth. To have a (presumably large) chunk of eDRAM with piddly bandwidth would not be a help, but rather a hindrance as instead of a big, expensive fast pool of memory you'd have a big, expensive SLOW memory. That cost could have been sunk into something else that would have provided a better return for investment.
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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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#3741 | ||
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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The WiiU is a low performance device. It performs worse - significantly worse - than AMD SoCs with a 128-bit bus and DDR3 1600. I don't think the WiiU's edram is about performance - nothing about the WiiU at all says "performance" - I think it's about cost. Cost to manufacture, and cost to research and develop. Nintendo don't want to be left paying for more DDR3 in than they have to in 5 years when the price has quadrupled. Quote:
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#3742 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,051
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Well, it's a cost/performance balance. But if Nintendo are getting only 25 GB/s total BW, why didn't they use a conventional solution? PS3 is available with GDDR3+XDR for well under £200. A single pool of 128 bit GDDR3 would have sufficed using commodity parts.
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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. |
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#3743 |
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Registered
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Function, the situation you have laid out provides no benefit to even implementing a solution that includes eDRAM.
This has been outlined above and why I said no to your original post. |
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#3744 | |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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And even using DDR3 on a 128-bit bus would force you to use 8 memory chips for the life of the machine, and would cause additional costs and complications for that little motherboard (clamshell would only give you a 64-bit bus). It would probably rule out any possibility of a 28nm shrink too, should you ever want that. On the other hand, 30 mm^2 of silicon on an old process like 40nm is going to be pretty affordable now and only get cheaper and cheaper over the years. |
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#3745 | |
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Senior Member
Join Date: Dec 2006
Posts: 2,290
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What were Nintendo thinking....
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#3746 |
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Member
Join Date: Jan 2006
Location: France
Posts: 197
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They must have a reason, they're not killing BW just for fun.
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- I'm french. Sorry if you don't understand what i say - |
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#3747 | |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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PC graphics card manufacturers ditch a memory type when it gets slow or expensive, console vendors are stuck with it, like Sony and their XDR. And GDDR3 for that matter. I'm trying to find more info on wafer costs, but so far even on 28nm a small amount of edram looks good compared to buying obsolete memory and soldering it to your motherboard. |
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#3748 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,051
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You have a fair argument there. Really disappointing if true. Wuu may not even have a BW advantage from a more flexible eDRAM design than XB360. The only areas it'll compete with the older, cheaper consoles are:
1) more RAM 2) more modern GPU architecture
__________________
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. |
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#3749 | |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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There's something I half remember reading about AMD Phenom memory controllers - ganged vs unganged memory. I think you could set the MC to access dimms independently, by each 64-bit channel. Slower for some things, faster for others. Putting the edram on the end of one channel (with lower latencies) and the DDR3 on the other might be a quick and dirty way of getting your APU level bandwidth but without the same long term exposure to costs. And like the CPU - which has surprised everyone with its lack performance and evolution - it might save a lot on R&D time and money. I've no proof though, beyond the apparent contradiction of on-GPU edram and the possible sub APU/PS3 level performance in rendering bandwidth constrained bits of games. |
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#3750 |
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Anas platyrhynchos
Join Date: Jul 2004
Location: Finland
Posts: 4,373
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Regardless if this turns out to be true, that was good and well thought out speculation. Makes sense given what we have seen so far.
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