You basically saved (Function) from needing to type anything.
It was the clock speed that particular system had the gpu running at, I mixed up the numbers while posting.
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You basically saved (Function) from needing to type anything.
Okay, let's see the arguments presented:
- function shows that an HD5550, with a core configuration matching what people are speculating for Wii U (320SP, 16TMU, 8ROP, 550MHz) vastly outperforms an XBox 360, and that XBox 360 slightly outperforms Wii U in most cases (games from several developers)
- You show that an HD4670 (also 320:16:8) at 800MHz performs similarly to Wii U while pushing twice as many pixels
The only thing that makes this comparison tricky is the big difference in memory hierarchy. The video cards have something very different from Wii U, that much we know for sure.
It was the clock speed that particular system had the gpu running at, I mixed up the numbers while posting.
Memory hierarchy is far from the only thing that lets the comparison down. We're talking about taking a game from one system (PC), comparing it to a version of the same game on another system (360) and then using that to compare to different games on a third system. Then using that to come to a conclusion on one particular part of the third systems architecture. I agree the other argument against was no better, neither one is worth anyone's time IMO.
- function shows that an HD5550, with a core configuration matching what people are speculating for Wii U (320SP, 16TMU, 8ROP, 550MHz) vastly outperforms an XBox 360, and that XBox 360 slightly outperforms Wii U in most cases (games from several developers)
Right, it was my point that the GPU is 800GFLOPs, has 3times the ram available to it, and a much faster CPU.
Your GDDR5 comment makes no sense btw, as 360 and Wii U lack this as well.
I am starting to think you are another poster on Neogaf...
... just come here to sound like you are more technically apt, not sure it is working though as your inability to read posts properly and notice that that PC has much more power than the Wii U, would give you some pause before stating that it hurts my point. That build is clearly struggling with the game with over twice the power we are assuming Wii U to have, well 4times the power in your case. Even given the resolution change, you can't make up that much ground with only 352GFLOPs and a much slower CPU.
The reality is, the only thing that points to 160SPs right now and completely dismiss 320SPs is a group of fanatics that clearly have never ported games to different platforms and would like nothing more than Wii U to lack a basic ability to out perform last generation consoles. I've left you to your ridiculous theories of R600 integration and 160SP, from developers comments we have been told that it is R700, Matt from NeoGAF clarified it to me directly in the latte thread, and quite a number of developers have said the GPU is about 50% better, well... considering 320 is 50% more SPs than 240, and 160 is 30% in the opposite direction, I think it is premature to say Wii U is 160SPs and 320SPs is out of the question.
Doesn't eDRAM draw quite a bit of power, especially with so much of it on the die?
Im assuming that it accounts for like 5W of the entire chip or something at least. Dram needs continuous power to refresh the cells and decent amount of power to access IIRC.
If you want an console to console environment of Perf/W without binned chips. Look at the 360. It at 40nm(?) draws 90W max power for CPU and GPU. If you assume 100W TPD and 60% of the power to the GPU since its larger, you get 240GPFLOPs/60W = 4GFLOPs/W. This is with less eDRAM eating power.
How would it be realistic for the Wii U's GPU to tripple the Perf/W of the 360?
It's been brought up like a million times now. If the Wii U games were were consistently CPU limited (including due to not enough bandwidth) and had GPU resources to spare they'd be running at higher resolutions. CPU utilization doesn't scale with resolution.
TDP is != power consumption, it's close in cases with full load, but still far from the same thing.360 and Cell use very inefficient CPU designs. No reason to assume 60% of the power consumption is in the GPU.
Doesn't eDRAM draw quite a bit of power, especially with so much of it on the die?
Im assuming that it accounts for like 5W of the entire chip or something at least. Dram needs continuous power to refresh the cells and decent amount of power to access IIRC.
DDR3 is not really the perfect solution for 1080p gaming even with a 256bit wide bus (let alone narrower ones which is the case here for sure), so it might be that there are "spare" GPU resources indeed, but only shader performance/processing power and not bandwidth wise.
The 160SP idea seems bizarre (in a "why would they do that" kind of way) but I'm inclined to agree with function here, the performance we're seeing fits it much better.. you can find HD 6450 (160SP part, although higher core clock than Wii U) results that seem competitive with XBox 360 too, although I haven't looked that deeply into it..
A good matrix multiply kernel will push down main memory access overhead asymptotically towards zero because it grows at n^2 while FMADDs grow at n^3. It's a good test for when you want to try to show off something near peak FLOP performance.
I'd like to see generated assembly for both cases (I saw blu offered, yes I'm interested!) but it's not hard to imagine how Broadway could get better IPC than Bobcat here. It has the advantage of FMADDs, three-way addressing, and more registers (well, more register addressing flexibility anyway, 32 2x32-bit registers vs 16 4x32 - this is assuming x86-64 was used). While the peak FLOPs are similar the FMADDs free up a dual-issue opportunity for loads, stores, and flow control stuff, plus it can issue branches outside the normal dual-issue. x86 can soak up some of that back with load + op but the compiler might be afraid to do that since IIRC it requires alignment for SSE.
This doesn't mean that it applies to general purpose code though, although it might somewhat transfer to some other FP heavy stuff.
Its also worth mentioning Trine 2. A game which runs with better shader quality on WiiU and at a higher resolution than 360 or PS3.
That's a good idea, I'll try and find some 6450 benches. Wikipedia reckons 4 ROPs so I'll need some low res results, and a 64-bit bus so I'll have to look for the GDDR 5 variant.