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#1801 |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,322
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If all you are doing is streaming video to the tablet, then that should have a more or less constant cost on whatever system is doing it, I'd expect a hit to bandwidth (though nothing major) and no real impact to the CPU, outside the cost of rendering the remote frame locally.
OS tasks could impact CPU usage, but that doesn't matter if your displaying on the tablet or not. It's hard to imagine a vaguely modern CPU even at the the rumored low clock rate having difficulty with 360 code, unless it had very limited FP support. I was just really surprised by the Namco quote, I mean my best guess is Tekken isn't exactly a CPU hog. |
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#1802 | |||
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Member
Join Date: Aug 2005
Posts: 474
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Quote:
from wiki: Quote:
Now performance might be close to this design but again that is best case at this point and unlikely. Redwood pro would most likely be closer to the gpu specs of the system. We had a AC3 dev says it was around 1.5x stronger then ps360 about a month ago and believe it would be somewhere 1.5x-2x, given the r700 core and tdp range of the console. They said cpu was on par and gpu 1.5x ps360. http://www.insidegamer.nl/nieuws/982...gpu-is-sterker This seems to go with about every other report out there.... Pretty much the same story by everyone now. Quote:
The x360 uses 32MB and ps3 uses 52MB. I dont know about 3ds/ds or even wii. Last edited by Kb-Smoker; 17-Jul-2012 at 02:32. |
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#1803 |
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Senior Member
Join Date: Aug 2005
Posts: 1,576
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Ninty's hardware decisions don't seem odd, it just seems to be all about keeping software development costs down. By being one step behind,they are trying to stay one step ahead if that's makes sense.
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#1804 | |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,107
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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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#1805 | |
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Senior Member
Join Date: Feb 2002
Location: San Francisco, CA
Posts: 1,580
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Yes, and can clearly be seen by their stock price. Perhaps people are losing confidence that Nintendo will be able to sustain itself in the hardware market going into the future. At this point in time I no longer want Nintendo to succeed on their own merits and games, but instead have to rely on 3rd party support to be as successful as the Wii was. At least that way the platform might have more than a handful of games I pick up and actually buy. |
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#1806 | |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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#1807 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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"a good deal on parts?" an embedded GPU would be cheaper than any desktop redesigned part from R700. I do have a question here since you've sort of run into a dead end, what exactly is a r700 feature set? how is it different than r800 or r900? sm 4.1 instead of 5? DX10.1 instead of DX11? where did you get that info from? early dev kit spec sheets are not written in stone, they don't tell the future, only what is currently available. It's not even a target spec list, but actual hardware that was in early dev kits that were out just before the launch of the embedded chip a lot of people are currently speculating on. The little we have seen from Wii U, suggests at least 1 DX11 feature is being heavily used in games like Pikmin 3, Zombi U, p100. That feature being depth of field, sure it can be faked even in current gen and to a lesser extent scripted into the Wii like in last story (as lost in blue pointed out on gaf) pikmin 3's effect doesn't look like tiling blur effects, it looks like true depth of field we saw from stuff like the lady bug demo for R800. When stuff, no matter where it is on the screen gets to a certain distance, it blurs automatically. While that can be faked, it should take a larger performance hit than it would in DX11, so why are all these devs using it unless it's relatively free? I'm not sure why you are holding on to early dev kit specs, the "PR" about 2012 bells and whistles comes from a dev on neogaf who works with the Wii U named Antonz, and Kotaku's article about a weak CPU a month or so ago still pointed to DX11 features but with DX9 performance. (whatever that means, as e350 is a DX11 gpu with only 80GFLOPs and highly outclassed by xenos in terms of performance) So what exactly about using a 576GFLOP GPU seems impossible to you? I don't think developers doing ports for instance, are really going to have a good grasp of the actual hardware, dumping their 360 code directly onto Wii U will work (Darksiders 2 was up and running after 5 weeks, so we pretty much know this is being done) but it will be highly inefficient, I could see devs not finding a lot of room to bump stuff up more than 50% if this was the case. |
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#1808 |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,489
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I know you have been disagreeing..but for me it has cast a positive light on the wuu.
I said quite some pages back that I thought the sweet spot for wuu would be 50-100% more powerfull in most areas...and allow easy ports....what you have both written seems to point in this direction....now as long as the cpu really is the equivalent of the xenon...INCLUDING vector units...combined with a more modern 500gflop gpu....likely more bandwidth/ram....and also more disk space....then that system would trounce a ps360 on first party titles would it not?? If they pull that off, squashed into a matchbox that reliable with the innovative controllers...for a profit....then this is a clear master stroke from ninty.....certainly I would seriously consider buying one once my fears have been allayed. One question...so we think it has 1gb of usable ram for games....what about edram??..I nice blob of say 32mb read/write edram would round that console off nicely. |
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#1809 | |||
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,466
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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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#1810 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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Ram, yes at least 1GB, lherre I believe pointed to having more, and the early dev kit specs say 3GB, considering debugging, it's at least half of that for the system. |
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#1811 | |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,489
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#1812 | |||
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Junior Member
Join Date: Jul 2012
Posts: 32
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#1813 | |
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Member
Join Date: Aug 2005
Posts: 474
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Do you have anything to back up what you say, seem to be a copy paste from gaf. Why would that gpu design be cheaper when it the latest design? I got my info from everything we know, early specs and leaked sdk. This dx11 or new latest and greatest amd gpu is like the new "gpgpu", too funny. Funny you keep saying thing about x360 when no else in this threads has said anything. Idea man on gaf called it a xbox360 plus right before E3. Looks like he was right on the money. Idea man been right on every leak btw on gaf.... I said unlikely in my last post not impossible about that gpu. We just don't one piece of proof that they ever moved from r700. The thing that always stuck out to me was r800 was out when they started working with r700. If they wanted newer feature set why start at r700 when r800 was out and support all of them.... |
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#1814 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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It explains the difference between DoF before DX11 and what DX11's DoF is like (isn't done in the post process for one) Also about R800, are you sure it was out before Nintendo came to AMD? remember R800 launched in late September of that year. I've already covered why pointing to that sdk sheet is bad, I think the 360's early spec sheet listed a 4GHz CPU? and obviously we all know stuff has changed and have gotten reports from devs working with the boxes that it's a modern GPU. I guess I'm saying your info is out dated and pretty much been confirmed by at least a few devs as being accurate at the time but not lining up with the current GPU. |
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#1815 | |
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Member
Join Date: Aug 2005
Posts: 474
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Now with the x360 we knew the gpus were changing. We have report telling us the new gpu that knew in the dev kits. We had not had one report that has said anything like that. |
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#1816 |
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Junior Member
Join Date: Jul 2012
Posts: 32
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Pretty sure we have reports saying it was using an off the shelf part and was waiting for new hardware when it comes to the gpu, unless you think Wii u has a hd4850 inside of it still.
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#1817 |
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Regular
Join Date: Aug 2006
Posts: 7,272
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The problem with even a 4850 is the games (even ports like Batman) just should unquestionably show a huge bump over PS360 with no effort at all (hell, just run it at 1080P). But they dont.
So like 2GB RAM, call me "skeptical". Of course my position on the GPU has been on message boards for a couple years so nothing new there. |
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#1818 | |
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Junior Member
Join Date: Jan 2009
Posts: 59
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So basically I wish people would stop calling DOF a "DX11 feature". Compute might offer improvements but I don't see any evidence of fundamental differences. I'll admit I'm not a graphics programmer, but I'm quite sure I shipped a first generation 360 game that had DOF that behaved the same way as in Pikmin. We just didn't send objects through it or animate it because that looked dumb and wouldn't have been good for the game. Last edited by forumaccount; 18-Jul-2012 at 04:45. |
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#1819 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,466
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A copy/paste from gaf is fine here as the discussion is completely new and unique here. Syferz is not holding one discussion in two places, with a post here having to add more than his post on gaf. If you can't make the distinction and discuss the topic in two places idependently, then pick the one thread you want to follow the more closely, thank you. Gaf is only of interest here as a source for rumours. Any more discussion crossover will be responded to with offical action.
__________________
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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#1820 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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Quote:
Don't DX9 capable cards use is something called "Poisson Disk Blur"? both are talked about inside the PDF, I'm not coming from a large background in graphics programming, so I could be very wrong about all of this, but I from what I've seen and from what I've read, Wii U's DoF looks much more advanced than we have seen in DX9 cards, and DX10.1 cards used the same effect. The one thing I can point to is how in Pikmin 3, it seems that the DoF is separate on different objects and this PDF does point to that as being a benefit of DX11's implementation of the effect. |
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#1821 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 13,237
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I would rather ask the question why wouldn't the Wii U have a Direct X11 capable graphics card? But as others have said, it's relatively meaningless in the console world, where various features exposed through DirectX11 have been done long before DirectX11 came out by virtue of being able to freely mix and match CPU/GPU resources and have a far more open memory model.
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#1822 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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#1823 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,752
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The problem with tessellation is that you need to tessellate your base model more to be able to tessellate it further
(It's not saving memory like some of us would have liked, modeling in High Order Surfaces is also quite inconvenient for artists I think those Wii U specs are very close to the truth, as for memory it's 1.5GiB minimum, maybe Nintendo went up to 2GiB since early devkits.
__________________
So many things to do, and yet so little time to spend... |
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#1824 | ||||
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Member
Join Date: Nov 2007
Posts: 994
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There are many games with (various quality) DOF effects in current generation consoles. I remember coding my first post process DOF effect on DX8 hardware. These new compute shader based DOF effects are of course better looking and more efficient than older methods. However there's nothing radically new in the new effects. You could implement a (DX9) pixel shader version of these effects, and it would look (almost) identical, but of course perform somewhat worse (prefix sum requires log n passes). High quality DOF in a console game would not in any way prove it has compute shader capable (DX11) hardware on it. There are actually many other graphics processing tasks that benefit even more from compute shaders than DOF does. Many dynamic lighting algorithms (huge amount of local light sources) and many global illumination algorithms (for example light propagation in volumes) benefit nicely from compute shaders. But this if course depends on the algorithm. Some algorithms gain more than others. Quote:
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#1825 | |
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Junior Member
Join Date: Jul 2012
Posts: 32
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I'm also worried about tessellation, but with what some devs were able to do on 360 with it's limited resources, and some of those resources being 3 times bigger on Wii U, I'm going to assume moderate tessellation will be possible in the majority of games, especially as more and more performance is drawn out of the box. |
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