Wii U hardware discussion and investigation *rename

Discussion in 'Console Technology' started by TheAlSpark, Jul 29, 2011.

Thread Status:
Not open for further replies.
  1. I wonder if someone will make possible to use the tablet controller through a 5GHz WiFi router.
    Then maybe set up a controller in windows along with a 800*480 secondary screen. Or better yet, a downscaled 1080p cloned screen with touch support for Win8 in TV scale mode.

    Now that would rock in my media center.


    EDIT:
    Turns out this is going to be much better. A $150 tablet with embedded gamepad.
    [​IMG]
    Get Splashtop in it and it's a go.
     
    #3581 Deleted member 13524, Nov 28, 2012
    Last edited by a moderator: Nov 28, 2012
  2. Strange

    Veteran

    Joined:
    May 16, 2007
    Messages:
    1,698
    Likes Received:
    428
    Location:
    Somewhere out there
    I think the other way around.

    the protocol-level would probably be based on tcp-ip, or something like it.
    I don't see changing anything above level 2 on the OSI model to make sense. Collisions would occur on Layer 1 with other devices, and customizing Layer 2 or above wouldn't solve anything. Customizing Layer 1 to prevent frame collisions would be much more efficient and less problematic than customizing other layers.

    For remaining compatible with other devices, I see the Wii U as having 2 different wireless interfaces.
    One for the standard Wifi that works with existing 802.11 b/g/n devices, and the other one using custom spectra to deal with multiple Wii Us and game pads in the same environment.
     
  3. Strange

    Veteran

    Joined:
    May 16, 2007
    Messages:
    1,698
    Likes Received:
    428
    Location:
    Somewhere out there
    Probably not I think. Same reason DS and 3DS on their special "DS networks" didn't work with our wi-fi USB cards, thus many games not accessible through stuff like XLINK.
     
  4. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,762
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    A colleague of mine installed something on his pc that can basically stream anything to almost any Android or iOS device So not sure why beig able to do it to the GamePad would be such a big win ...
     
  5. Blazkowicz

    Legend

    Joined:
    Dec 24, 2004
    Messages:
    5,607
    Likes Received:
    256
    Well, let's say for the sake of simplicity that Layer 1 is the physical aspects of wifi 5GHz and Layer 2 is ethernet.
    I don't see why you would change any of that, it seems to work fine : multiple wifi devices do work without shutting out each other, unless there is a lot of congestion. It all works already ; 802.11 n even allows devices to use multiple channels for the better or the worse, or at least seamlessly switching between them to manage to get the packets across.. if I'm not mistaken.

    If you manage to suffer too much congestion so that your Wii U gets unusable, well, bad luck. It shouldn't happen : 5GHz waves have a harder time crossing walls and obstacles, and 5GHz wifi has a pretty wide spectrum.

    Then using something other than TCP/IP is absolutely no big deal I think. I remember ~10 years ago when I had TCP/IP, IPX (for games such as doom2) and NetBIOS all on the same 10Mb ethernet network (we had two 98SE PC, one XP and one 3.11)
    Using a custom, non IP protocol is worth it : there would be absolutely no downside to it and whatever gains in latency, better sized packets, simplicity you get are free gains.
     
  6. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    I've seen that app I think, it can transcode movies on the fly and he can view them wherever there's a fast enough internet connection. But watching a movie on a portable device is one thing - when you also want to use it as a controller, latency will suddenly become very important.
     
  7. MrFox

    MrFox Deludedly Fantastic
    Legend

    Joined:
    Jan 7, 2012
    Messages:
    6,488
    Likes Received:
    5,996
    In the range they have chosen, there are only 4 channels available (36,40,44,48). I don't have a WiiU yet, I'm curious if they allow to change the channel to avoid interference, or if it's automatic and/or spread spectrum (bluetooth style), or if they need all 4 of them.
     
  8. TheWretched

    Regular

    Joined:
    Oct 7, 2008
    Messages:
    830
    Likes Received:
    23
    Surely not all four of them (Giantbomb had 2 WiiUs running in the same room in their livestream).
     
  9. ERP

    ERP
    Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    Given the resolution and likely compression ratios, there would be more than enough bandwidth on a single WiFi channel, they can easily increase compression ratios and reduce bandwidth dynamically if they start having issues.
    Again streaming video over a wifi connection with relatively little latency isn't rocket science.
    The only reason people think the low latency to the WiiU tablet is impressive is because most modern TV's suck and have hideous latency.
     
  10. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Only in trying to understand:
    1) If the Wuublet screen is imposing a need for V-sync on the main TV. Apparently not as the source needn't be a complete image but is sent piecemeal.

    2) What's the decoding HW in the Wuublet and how will that affect power consumption.
     
  11. ERP

    ERP
    Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    Wouldn't matter, the only requirement is that after the frame finishes, the buffer is available for long enough to do the compression. Doesn't have to be on screen, doesn't matter if it's VSync'd. They probably insert a fence at the point the swap is inserted into the command buffer and then use some sort of CPU side sync primitive to hold up primitive submission if it get's too far ahead.

    If you exclude B and P frames they are very close to each other (macro blocks are different sizes, and quantization is slightly different), There are hardware solutions available for both, and the only solution I've ever seen the actual HW documentation for was actually programmable enough to do either.
     
  12. Strange

    Veteran

    Joined:
    May 16, 2007
    Messages:
    1,698
    Likes Received:
    428
    Location:
    Somewhere out there
    According to wiki they are using the 5Ghz spectrum which is different from the 802.11n spectra (which uses the 2.4 Ghz range) and some type of proprietary transfer protocol. The technology seems to be the same, just using a spectrum that currently no off the shelf wifi device uses.

    This tells me that they took 802.11 and customized it to the 5Ghz spectrum to take care of the first two layers, and they customized the third and fourth layers to their requirements as they would not need the complexity and functionality that TCP/IP stack provides.

    So yes they customized the whole damn thing, for the better or worse.

    Isolating the WiiU wifi network by using 802.11n technology on a complete unused spectrum would solve pretty much all the congestion issues it may have in contrast to using the standard spectrum.

    Of course today's wifi has plenty bandwidth to stream compressed video, there's no doubt about that.
    However, the problem with using the same wireless spectrum is that wireless uses collision avoidance.
    Two devices cannot transmit on the the same channel at the same time, or else you end up with destroyed frames. (also the reason it's half-duplex) Yes you could use different channels, but the amount of channels in the 2.4 Ghz range is limited, and you cannot control how many channels are being taken and "abused" by other devices.
    The problem occurs when you have some devices in the existing wifi environment transmitting a shitload of stuff (think conferences), thus you would want to use a complete separate unused spectrum to maintain reliability and limit interference.


    I'm kind of getting lost on the direction of this discussion, but anyway, based off of the current information we probably won't see people hacking some router or usb wifi stick to communicate with the game pad as the devices are already incompatible from the first layer.
     
  13. Rurouni

    Veteran

    Joined:
    Sep 30, 2008
    Messages:
    1,101
    Likes Received:
    432
    The n standard can be used at 5GHz... and yes, that's part of the standard.
     
  14. dumbo11

    Regular

    Joined:
    Apr 21, 2010
    Messages:
    440
    Likes Received:
    7
    http://www.pcper.com/reviews/General-Tech/Nintendo-Wii-U-Teardown-Photos-and-Video
    I can't find any public spec for Miracast.

    Edit: I don't think this makes any difference to the 3d performance... and it's not particularly interesting.

    The only obvious gotcha is whether the API provides "wiiu_screen_is_rendered_please_send_this_data_to_wublet()" or "wiiu_miracast_enable_hardware_screen_mirror_at_vsync(1)".
     
    #3594 dumbo11, Nov 29, 2012
    Last edited by a moderator: Nov 29, 2012
  15. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,791
    Likes Received:
    1,596
    Seems like we could have a breakthrough in Wii U clockspeeds from some hacker guy on twitter

    https://twitter.com/marcan42


     
  16. Gipsel

    Veteran

    Joined:
    Jan 4, 2010
    Messages:
    1,620
    Likes Received:
    264
    Location:
    Hamburg, Germany
    1.24 GHz and no changes (besides L2 cache sizes) on the cores is somewhat disappointing. If that is true Nintendo probably wanted to minimize the developement costs they have to pay IBM. I guess slapping on VMX support and using a slightly more modern implementaion of the ISA (with one or two more pipeline stages resulting in a ~2 GHz clockspeed) would have busted the budget N allowed for the CPU.

    550MHz for the GPU sounds reasonable considering the power consumption. Bets are still open for the architecture (R700 or R800/Evergreen) and the exact size. But given the CPU, I'm inclined to guess just four RV770 style (full size) SIMDs (320 SPs in total) with 4 TMUs each (16 total). Compared to Xenos of the XBox360 it would mean +65% theoretical Flops (it's more flexible, so it may equate to roughly twice the arithmetic throughput on average in the real world) but just 10% faster texturing. And fitting to that low level there could be even just 8 ROPs. But let's wait and see.
     
  17. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    More shading power but not much more texturing capacity would fit fine with most of Nintendo's own games using some type of NPR rendering. They could do more complex illumination models, more polygons per character, lots of animated scenery elements and such, but still use a single color texture per surface, like the previous Zelda or Mario games. Okay, the levels themselves could probably still require 2-3 layers with different scales to hide tiling repetition, but that's still no normal, spec, and gloss maps.

    This NPR art style would also help keep asset production costs low - no need for normal maps so no need to build or sculpt high poly meshes, less need for troubleshooting the assets, and so on. So less development costs overall.


    But why try to make the system capable of receiving 3rd party ports in theory, and then crippling it in practice? Still doesn't make too much sense...
     
  18. Grall

    Grall Invisible Member
    Legend

    Joined:
    Apr 14, 2002
    Messages:
    10,801
    Likes Received:
    2,176
    Location:
    La-la land
    Surely three texture layers can't be prohibitively expensive, rendering-wise, even the original unreal engine did that at playable framerates* on the hardware available back in the late 1990s.

    *Depends on your definition of playable, if not running on a voodoo graphics board of course... :lol:
     
  19. Strange

    Veteran

    Joined:
    May 16, 2007
    Messages:
    1,698
    Likes Received:
    428
    Location:
    Somewhere out there
    Turns out that the wireless technology is awfully depressing :roll:
    I totally thought that they should and would steer clear from wi-fi channels, but instead. Oh well.

    I eat my words.
     
  20. haihoo

    Newcomer

    Joined:
    Nov 2, 2012
    Messages:
    14
    Likes Received:
    0
    Even with this low clock some high profile PS360 games like Assassins Creed 3 runs as good on Wii U as on PS360. There must be really some magic in Wii U :)

    Marcan got this in the Wii Mode of the Wii U. Could be that the specs are different in Wii Mode and normal Wii U? The Wii U CPU could also be in a lower clock when it is idle.

    Many questions but Marcan is silent now. It is a pity that marcan don't offer more and more reliable information. I don't really don't if he is credible anyway.
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...