The VGleaks specs are apparently spot-on and pretty much copied and pasted from the Nintendo SDSG website (warioworld.com). Assuming they are indeed correct, it's 32MB, and those 32MB are the "main RAM" - MEM1, as Nintendo calls it. The 2GB DDR3 are secondary memory (MEM2).Nope. Rumours have placed it at 32MBs consistently but given the POWER7 confusion, that may be a figure from nowhere. It's what I believe is in there though. If significantly less (eg. 10 or 16 MBs), Wii U will have lost much of its main redeeming feature regards system design.
the half-res shadowmap in this batman WiiU screenshot would can be explained with memory architecture
on X360 you rasterize shadowmap in eDRAM and move it to Main RAM for futur use like a texture
on WiiU you rasterize shadowmap in eDRAM too but in some cases it's probably better to leave the shadowmap in the eDRAM for futur use directly from the eDRAM (because unlike X360, WiiU eDRAM is probably a video memory space for ROP and TMU and can be used by texture/map for help Main ram) and in this way liberate some Main ram bandwitdh but eDRAM is a limited space, this can explaine low res choice.
it will be the same dilemma for MSAA, i think they will be lot of 720p without MSAA
I always suspected the main memory would be on a pretty narrow bus. 64bits would not surprise me.
That's not proven anywhere. All the components are on the same package, but we don't know how they are connected.Edram is shared with CPU?
I doubt it, DDR3-1600 or whatever it is has quite a bit higher latencies for random access, especially if you don't just look at the memory, but also include the memory controller. It is probably closer to 60ns than 6ns . GPUs can usually only dream of 60ns memory latency, it's far higher (and for the Wii U GPU probably, too).Wii main ram latency:roughtly 6ns,random
Nope. Rumours have placed it at 32MBs consistently but given the POWER7 confusion, that may be a figure from nowhere. It's what I believe is in there though. If significantly less (eg. 10 or 16 MBs), Wii U will have lost much of its main redeeming feature regards system design.
The latency figures come from Nintendo:I doubt it, DDR3-1600 or whatever it is has quite a bit higher latencies for random access, especially if you don't just look at the memory, but also include the memory controller. It is probably closer to 60ns than 6ns . GPUs can usually only dream of 60ns memory latency, it's far higher (and for the Wii U GPU probably, too).
And stop making something up with no base other than some almost irrelevant latency numbers!
http://www.nintendo.de/Kundenservic...Technische-Daten/Technische-Daten-619165.htmlFramebuffer:
ca. 2 MB Sustainable Latency : 6,2ns [1T-SRAM]
Texturenspeicher:
ca. 1 MB Sustainable Latency : 6,2ns [1T-SRAM]
Texturen-Lesebandbreite:
10,4 GB/Sekunde [Peak]
Speicherbandbreite:
2,6 GB/Sekunde [Peak]
Yes [edit: you linked some game cube specs, but close enough, the higher clock speed of the Wii reduced the latency to ~4 ns]. But he was answering a post about the Wii U 64bit DDR3 main memory (that's why I thought he referred to the Wii U, I probably stopped reading his latency posts very thorough ). He tries to establish requirements for the emulation of the old Wii and claims the latencies are too high to get it done. I think this leads nowhere.The latency figures come from Nintendo:
http://www.nintendo.de/Kundenservic...Technische-Daten/Technische-Daten-619165.html
Wow, this entire launch seems like a disaster.
As pointed out on GAF, it's now entirely possible Wii U will be in a worst position relative to PS4/720 than Wii was to 360/PS3 (considering it appears Wii U may be at or below current gen, whereas presumably Wii was >Xbox and certainly PS2).
I did say way back when I figured Nintendo would find a way to badly bottleneck the thing...
And there's a 5GB, one hour plus download out of the box for basic functionality. If Microsoft launched a console in this state the internet would have burned down from the rage.
I doubt it, DDR3-1600 or whatever it is has quite a bit higher latencies for random access, especially if you don't just look at the memory, but also include the memory controller. It is probably closer to 60ns than 6ns . GPUs can usually only dream of 60ns memory latency, it's far higher (and for the Wii U GPU probably, too).
And stop making something up with no base other than some almost irrelevant latency numbers!
PCPer did a teardown. Great stuff... they actually read off the RAM chip (SMRT!). There's only 4 chips.
Samsung K4W4G1646B -> DDR3 4Gbit, 1.5V, 800/933/1066 speed bins -> I'm pretty sure that means "DDR3-1600/1866/2133" data rate.
256Mx16 would imply 16-bit I/O per DRAM... So... 17GB/s at most for main memory bandwidth. They didn't mention the rest of the numbers on the DRAM, but they ought to have high res photos later.
Yeah the floor textures seem a bit sharper, but the lower res shadowmaps are a lot more noticeable, making the Wii U version look worse.
I don't know what resolution the X360 is outputting (sub-720p or not?) but it's certain that the Wii U isn't doing any better, which is a big let down by itself.