Revolution specs - the good side

Bohdy

Regular
Hey, I just wanted to get people thinking about the advantages the Rev hardware could have to offset the seemingly disappointing specs.

First off, we know that the Broadway CPU is compatible with Gekko code, but that doesn't mean it has the same architecture. It is entirely possible for the Broadway to be based of a more recent IBM chip with much more comprehensive Out of Order Execution. Compared to the In-Order chips of the competitors, this could help even the gap. I believe it was Carmack that said that your average code on the new inorder processors runs half the speed compared to a similarly clocked chip with all the bells and whistles like OoOE.

Secondly, there is the matter of 1T-SRAM. Even assuming that the Rev ram has the same performance characteristics as the Gamecube's, the Rev's main ram would have the SAME sustained latency as the PS3 Cell's L2 Cache, and more than 4 times better than its main ram! See the revent Sony GDC information for evidence of this: 32 cycles @ 3.2ghz = 10ns = latency of GC's main ram. This would make the Broadway, just as the Gekko before it, perform much closer to its peak and make cache misses and random access penalties not very significant.

Thirdly, consider that not every developer on the other two consoles is going to be able to use multithreading very effectively, especially on the CELL where they could just ignore the SPE's.

Finally, we know that the Hollywood GPU is modestly clocked, but does that mean a huge graphics gulf? For one thing it has only 1/3 or nearly 1/7 of the pixels to process at 480p, compared to 720p and 1080p rendering respectively. For another, we don't know anything about architecture of the chip, short of that it is similar to the Flipper's and not like any PC chip. It could perform really well at that clock rate with a lot of TEV pipelines.

This is not intended as Damage Control, btw, and I'm not saying that the Rev could equal the othertwo consoles because of this, but merely food-for-thought and another more positive look at the possibilities.
 
the good side of Revolution specs......hmmm, it's a little bit more powerful than Gamecube.

you like Gamecube ? I do. Revolution is somewhat faster, and has a totally new way of controlling games.

it's Revolution.

<smile>
 
The VPU clock is exactly three times lower than than the CPU.
This got me thinking, is there a slight chance that Nintendo i shooting for a SoaC design?
What would this mean for interconnect speed CPU <--> VPU? And what about CPU rendering intervention?
 
Megadrive1988 said:
the good side of Revolution specs......hmmm, it's a little bit more powerful than Gamecube.

you like Gamecube ? I do. Revolution is somewhat faster, and has a totally new way of controlling games.

it's Revolution.

<smile>

Thanks for that, Iwata junior :LOL:

Your point is well taken, but my point is that despite the focus not being on power, the Rev could be more competetive in that regard than it sounds. More than a little bit better than the GC at least....
 
Basically what I think is that if you want your plattform to push new gaming ideas, creating a system with a graphical capability that requires puring massive amounts of money into asset creation for each project is not the way to go. No publisher will invest that heaviliy on "unproven gaming ideas" that cannot even be ported to other plattforms due to the unique controller concept. In the end everyone's in there to make money..
 
in all's fairness....

they never promised a powerful hardware to begin with...

i guess the anticipation of it being a few fold increase to it's former placeholder was expected because of it's competitor's boastful display of specs...

the good side for me will always be the quality games that will come out for it...

not to mention that do-hickey controller that they have...

if it will "re-invent" how games are played...

it will be a success in itself :)
 
What about pricetags for games etz? All seems to be about a cheap console but its the games that cost the most in the end.
I would not pay 50£ for a rev game. If they can keep the platinum price of PS2 or classics of xbox that should be ok but their in this to make money so its not really worth of mention.
 
I have a feeling the Revolution just uses the same CPU and GPU (Gekko and Flipper) on a lower production process (90nm or 110nm or 130nm) and with that Nintendo got a little higher clocks and decided to put some extra RAM in it just to make it a little different.

The only thing I think might have got changes is the GPU.
 
I'm wondering if maybe the CPU will be a dual-core version of Gekko.

Either way, I don't think the weak hardware will hurt Nintendo. It's hard to describe, but the feeling I get with Gamecube games is that they're designed around the system. All the first party games, and the better third party ones, run at a steady 60 frames per second, have a nice clean, crisp look to them, load incredibly quickly, and are designed around the Gamecube's unique controller. When playing Nintendo's games, I never get the feeling they're trying to squeeze too much out of the system, throwing in tons of eye candy that looks good in screenshots at the expense of a decent framerate. Their hardware fits their philosophy very well.
 
Bohdy said:
Hmm, no-one wan't to disuss the specific point I made :???:

Its not based on a PC design, much like Xenos/RSX are. The more I think about it the more I agree with Nintendo decision.

OT= If I was Nintendo, I would have bought ArtX.
 
Bohdy said:
Hmm, no-one want to disuss the specific point I made :???:

the possibility for a newer design/genertion, binary-compatible cpu is quite viable. if those clock numbers flying around are correct the reason for the low clock could easility be that the cpu design is fairly sophicsticated, i for one, would've expected a newer process Gekko to reach 1GHz at low wattage without much strain.

unfortunately, in terms of totall GC backward compatibility a more advanced cpu is a double-edged sword - you lose your clock-perfect 'emulation' of the predecessor, and things may get out of sync at most unexpected places - remember, console games are the kind of apps that are very sensitive to timing.
 
darkblu said:
the possibility for a newer design/genertion, binary-compatible cpu is quite viable. if those clock numbers flying around are correct the reason for the low clock could easility be that the cpu design is fairly sophicsticated, i for one, would've expected a newer process Gekko to reach 1GHz at low wattage without much strain.

unfortunately, in terms of totall GC backward compatibility a more advanced cpu is a double-edged sword - you lose your clock-perfect 'emulation' of the predecessor, and things may get out of sync at most unexpected places - remember, console games are the kind of apps that are very sensitive to timing.

Which makes think that is why Ninendo has 24MB seperate from the 64MB.
 
Shark Sandwich said:
I'm wondering if maybe the CPU will be a dual-core version of Gekko.

From what I gather, the heart of GameCube is its GPU -- everything goes through it. So if the CPU, for instance, wanted to access main memory, "Flipper" would be the conduit.

If Revolution is architecturally similar to GameCube, then I'd be inclined to think that its GPU would be the first to receive a multi-core makeover. ;)
 
Clock-perfect timing won't be neccessary. Programmers no longer rely on having X clocks available per scanline in order to program accordingly for their effects to work. This was true for the 8 and 16 bit platforms, but largely disappeared on 32-bit when games started to be created in high-level languages where there isn't cycle-perfect timing anyway since you don't really know what code the compiler produces anyway until afterwards if you choose to disassemble it again...0
 
Guden Oden said:
Clock-perfect timing won't be neccessary. Programmers no longer rely on having X clocks available per scanline in order to program accordingly for their effects to work. This was true for the 8 and 16 bit platforms, but largely disappeared on 32-bit when games started to be created in high-level languages where there isn't cycle-perfect timing anyway since you don't really know what code the compiler produces anyway until afterwards if you choose to disassemble it again...0

you don't have to rely on clocks-per-scanline or individual instruction timings to be effectively clock-sensitive. there are many independently-functioning components in a computer system that are timing sensitive, and modern consoles are by no means less complex than their 8/16 bit predecessors in this regard. imagine a DMA transfer from somewhere - the code expecting the data may not bother to deliberately block/check on the completion of the transfer, as by a rough estimate, or a known fact, the code running concurrently to that transfer takes sufficiently more than the time of the transfer (and that has nothing to do with asm level progamming). you can imagine what'd happen when all of a sudden that code executes for half the clocks, right?
 
the good side to the specs is, it has more than double the RAM of GC.
so, more texture/sound data and better environments are possible.
 
Apart from the low-cost and small form factor of the console I expect Nintendo's console to be quite powerful.
If you look at the fact that it will need to process only a 1/3 of the pixels of the PS3 and Xbox360 why not triple the specs of the Gamecube to get some idea of its "clockspeed."

729*3 = 2187MHz for the CPU
243*3 = 729MHz for the GPU

88MB may sound small but look at it from the perspective of the larger pixels and therefore reduced need to have high or ultra-high textures.

88*3 = 264MB of various RAM.

===============================

I understand you cannot simply increase everything 3x just to get an idea of the expected horsepower of a system at a lower resolution. I am just playing with an idea brought up several times by other members.

Actually that is one aspect I would like to see Nintendo address, the amount of RAM.
 
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