Recent content by DRS

  1. D

    Wii U hardware discussion and investigation *rename

    Years ago (at least 16), I simply used an array to store the road segments. Testing if you're inside a segment isn't hard ofcourse, dot3 is your friend. So yes, not complicated at all=) Yet, the game skips PS360?
  2. D

    Watch_Dogs by Ubisoft

    :lol: I guess it won't help if they also allow you to use 'Y':)
  3. D

    Wii U hardware discussion and investigation *rename

    Direct access means that it is mapped in the CPU's address space, not that there is a direct data bus between CPU and eDram if that's what you meant.
  4. D

    Wii U hardware discussion and investigation *rename

    If I remember correctly the 32MB was questioned at some point to lever the 55 (and 45?) nm manufacturing node hypothesis. But yes, most of it was known. It would be nice if they threw out some info on the shaders they use and polycounts. [EDIT] BTW is 32MB@45nm possible given the die area?
  5. D

    Digital Foundry Article Technical Discussion Archive [2013]

    It *does* seem plausible that a game gets non interfered access to the resources it uses though. Nobody likes framedrops because of a background app fetching data. The HDD has more capacity so perhaps devs prefer it over using a, somewhat limiting, 8GB Flash for gamedata storage. A game already...
  6. D

    What the Wii U hardware should have been?

    I wonder if even doing it on launch day would be a good option from financial aspect. They invested millions in Wii U software, hundreds of millions in R&D and who knows how much in producing stock. Then they'd need to do new R&D, new software, new stock, try to convince 3rd party devs that it's...
  7. D

    John Carmack: Doom 4 will support Partially Resident Textures (Tiled Resources)

    So could the texturing benefit from the eSRAM, considered that rendering graphics involves a predictable memory access pattern and the DDR bw is high enough to keep up with the required (compressed) texel rates? Or is the XB1's DDR bw far from optimal for this virtual tiling thing? I think...
  8. D

    Wii U hardware discussion and investigation *rename

    Do you think it gets 90% hits on data access too? My guess is you can hold a pretty big model in that cache and perform the operations you want to do on it sequentially.
  9. D

    Wii U hardware discussion and investigation *rename

    Agreed, (Dark)Blu's test points out that PPE is almost 5 times faster regarding FP. Which is in line with the numbers you mention. [EDIT] Function posted the NBENCH integer results, that show 729Mhz Broadway performs only slightly worse than a 3200Mhz PPE
  10. D

    Wii U hardware discussion and investigation *rename

    This test shows Broadway, not Espresso. So Wii CPU is 86% of PS3 PPE. If we blindly interpolate this figure based on Marcan's 1.2Ghz speed findings, an Espresso core could be ~1.4 times faster than PS3 PPE core. Seems unlikely that it actually is, but it could be.
  11. D

    Wii U hardware discussion and investigation *rename

    Ah I didn't get that, my excuses. X doesn't show a large variety in textures which enforces your statement. That would be a great idea. If it supports USB3 ofcourse. I'm not sure about that. I think considering a 160SP GPU, a simple tri with up to 4 texture samples per pixel could have a...
  12. D

    Wii U hardware discussion and investigation *rename

    To get back on it, yes you are right. Your explanation applies when a number of subsequent frames is torn. Thanks for pointing that out. I assumed a well distributed spread of torn frames across the entire set of frames, thus, for example a pattern of 2 good frames and 1 torn frame. In that case...
  13. D

    Wii U hardware discussion and investigation *rename

    I'm not sure. Though reevaluating this makes me think they reported the unique frames per second. That boils down to a ~150 second clip in both PS3 and X360 cases. Look at it again when I get home
  14. D

    Wii U hardware discussion and investigation *rename

    I'm not sure how to read the framerate test, but if clip 1 has 5471 frames of which 29% teared on X360, it produced 3884 unique frames. The Wii U on the other hand has 5223 unique frames.Given the average FPS and frames, this clip is 207 seconds on X360 and 192 seconds on Wii U. So, does this...
  15. D

    Wii U hardware discussion and investigation *rename

    I think I can answer this myself now. Where I thought that Single Instruction Multiple Data referred to a complete SIMD core, its not. Each horizontal row (wavefront) can execute instructions independent of eachother. So to do 40SP with only 16 banks, the banks should be either clocked twice the...
Back
Top