I'm on record as saying Wii U is not on par with the other two consoles in graphical power.
mmhm... well, FWIW, the new Tekken Tag 2 trailer still exhibits that dynamic scaling implementation.
I'm on record as saying Wii U is not on par with the other two consoles in graphical power.
Cache requires a lot of additional logic. The Wii U eDRAM is no cache, so I think it should achieve a higher density. The cells itself require only ~16mm^2 for 32MB on UX8.The 40nm eDRAM density is slightly higher than IBMs on 45nm SOI (0.067um2). On IBMs process, that works out to 0.24mm2 finished 1Mbit macros or 32MByte in 61mm2, so the same amount on UX8 might be 55mm2 or so, leaving on the order of 100mm2 for the rest of the GPU if initial size estimates are correct.
For whatever reason, bgassassin seems adamant that the GPU is made using finer lithography. I have no idea what he bases that on.
"On chip memory" can just mean shared CPU cache. He's talking about a multicore CPU which is a first for Nintendo who otherwise have lots of experience of multicore architectures sharing data over RAM. The comparison here isn't with other architectures, but Nintendo's history. What he's describing is literally Nintendo catching up with the rest of the world.By having multiple CPU cores in a single LSI chip, data can be processed between the CPU cores and with the high-density on-chip memory much better, and can now be done very efficiently with low power consumption...
This is a no brainer. I repeat, eDRAM isn't needed for a console CPU but is needed for the GPU. One reason to use eDRAM in a CPU is lower density than SRAM, so that 2 MBs supposed CPU cache would be smaller and lower power if implemented in eDRAM. We may be looking at 2 MBs CPU cache + 32 MBs GPU eDRAM, or 32 MBs with 2 MBs shared. But I don't think so. Separating CPU cache from the die is just slowing the system down.It does sound like the GPU will have more eDRAM then the CPU.
I wonder why bgassassin (and a few others) thought it was going to be closer to the next gen machines than the current consoles.
in 3-4 years cell phones and tablets will be on 20nm, I doubt this will allow them to catch up the Wii U and its vastly high power budget. Anyway power isn't everything, Palm Pilot didn't threaten a 1989 Game Boy for gaming, because the Game Boy had gaming controls as standard and a real game library. Good luck getting your phone games planned around using them rather than targetting the 99% touch screen only devices.
"On chip memory" can just mean shared CPU cache.
He's talking about a multicore CPU which is a first for Nintendo who otherwise have lots of experience of multicore architectures sharing data over RAM.
I repeat, eDRAM isn't needed for a console CPU but is needed for the GPU.
It might not make sense for you, but for what ever reason, Nintendo & IBM find it usefull.
No, CPU L2 cache shared between all cores; the same as on every multicore CPU.If you mean cache shared between the CPU and GPU, then no.
Clearly he states the CPU has on chip memory, as well as the GPU.
Yes. Thus I believe the L2 cache is eDRAM as opposed to SRAM. Its function is exactly the same as any CPU L2 cache, and nothing special or exciting to Wii U.Working with a company, IBM, who implements eDRAM for the their own multi-core CPUs.
I mean large eDRAM quantities, the typical use for eDRAM which some are believing in here. eDRAM can be replaced with SRAM as cache, although it obviously brings something to the mix regards hitting Nintendo's targets.It might not make sense for you, but for what ever reason, Nintendo & IBM find it usefull.
Did the Palm Pilot start at ~$120, have an installed user base of hundreds of millions of users, a game library with several thousands of games that give hundreds of millions in profits to game publishers/developers, and did it have tens of gaming accessories, including dedicated gamepads that are being promoted by phone carriers?
No?
Kthxbye
16 bit HDR = 2 bytes x 4 channels - 8 bpp x ~1 million pixels ~ 8 megs for a non AA FB. x4 = 32 MBs for 4 samples per pixel.If Nintendo speak of 4AA at 720p The edram is probably in the 12Mo range? 16 Mo max? No need of 32Mo, if natif 4AA1080p is not the target?
And with a good scaler like, on 3.6, the visual in 1080p is largely good for the target audience.
This is nitpicking for sure, but anyway, not EVERY multicore CPU shares L2 between CPUs. Intel Core i-series do not share L2 with other cores. I don't think AMD K6-derivate CPUs do either. Older Core-series intel CPUs do share L2 (penryn, and older). Those CPUs only had two cores per physical silicon die though, and quad-core chips were built using two dies on one substrate, so each pair of cores shared their L2, and the other pair did not share with the first pair.No, CPU L2 cache shared between all cores; the same as on every multicore CPU.
You probably don't want to do multisample AA though, to preserve memory... FXAA seems to be the melody of the future.16 bit HDR = 2 bytes x 4 channels - 8 bpp x ~1 million pixels ~ 8 megs for a non AA FB. x4 = 32 MBs for 4 samples per pixel.
Cache requires a lot of additional logic. The Wii U eDRAM is no cache, so I think it should achieve a higher density. The cells itself require only ~16mm^2 for 32MB on UX8.
16 bit HDR = 2 bytes x 4 channels - 8 bpp x ~1 million pixels ~ 8 megs for a non AA FB. x4 = 32 MBs for 4 samples per pixel.
You also don't just want the backbuffer in there. A Full 32 MB scratchpad eDRAM would be superb for many graphics tasks. You could put your particle textures in there and read/write to your heart's content. You can render to multiple rendertargets and have direct access to those buffers with no need to export/import from system RAM. I would anticipate Wii U being strong in graphical special FX if not raw polygon and pixel power. Making the most of that BW would also require a specialist engine, meaning ports not doing as well on the hardware at first.
In response to Al's deleted post (you cannot hide from me!)
The eDRAM latencies is something I looked up but couldn't find. Is eDRAM slower than SRAM? My assumption is 'yes' explaining why it hasn't seen wider use - otherwise it offers smaller and more power efficient at the same speed.