Because the features of the chip that dictate its performance are simply way, way too small and complex for the human eye to see (for starters)...?
So we cant really know anything from the dye photo then?
Because the features of the chip that dictate its performance are simply way, way too small and complex for the human eye to see (for starters)...?
So we cant really know anything from the dye photo then?
Major functional blocks can be identified in some cases, but the smaller they are the more ambiguous it becomes. IE, this section over here can be an array of TMUs - maybe. Could possibly be something else, who knows for sure! Without proprietary inside information it's all guesses - more or less educated, sure, but still only guesses.So we cant really know anything from the dye photo then?
AFAIK, xenos GPU uses scalar processors, not VLIW5.The 360 has 240 (VLIW5) SPUs
What disturbs me about the "160 SPUs" hypothesis, is not only the glaring disparity between eDRAM and SPU density. It is also that every developer testimony I've seen has said that the GPU has performance margins over the 360, typically allowing them to implement some minor new feature(s).
The 360 has 240 (VLIW5) SPUs, and the hypothesis posits the WiiU to have 160 (VLIW5) SPUs of a generationally very close architecture. The clock frequency is similar, so if all other things were equal, the 360 would have 50% higher raw ALU capabilities. But this clashes with the sentiments of developers on record. You could assume that Nintendo has commissioned modifications to the ALU-blocks that make them a whole lot more performant, but that begs the question why you would make a comparison of numbers of SPUs in the first place if it doesn't correlate reasonably to relative ALU capabilities.
So I'm inclined to think of the WiiU ALU as having 320 SPUs for the simple reasons that it makes sense in terms of die area, but just as importantly that it simply jives with what the developers are saying - that the WiiU has a somewhat more performant GPU than its previous generation competitors. Regardless of what the actual configuration of the WiiU GPU is, putting its capabilities a small fraction over the 360 seems like a reasonable summation of developer testimonials in terms of real-world capability.
I gues that would explain a little about the 360's shaders.Major functional blocks can be identified in some cases, but the smaller they are the more ambiguous it becomes. IE, this section over here can be an array of TMUs - maybe. Could possibly be something else, who knows for sure! Without proprietary inside information it's all guesses - more or less educated, sure, but still only guesses.
Guessing bandwidth of the eDRAM array by looking at a photo like this (IE, not even an x-ray image that shows internal details, just a standard surface photo) is basically impossible. Modern complex ICs like this one always have many layers of interconnect fabric, the lowest ones are the most important, but also completely invisible due to minute size, and they might not even be exposed at all by the etching process. We simply can't tell by eye how the chip is wired up, and the bandwidth directly depends (in part) on the physical wiring.
AFAIK, xenos GPU uses scalar processors, not VLIW5.
LOL! Existence of search function duly noted. Thanks for the xenos correction btw.Xenos has 48 shader ALUs that can each co-issue a Vec4 and a Scalar instruction. Vec4+scalar. It's an older configuration similar to ATI D3D9 chips. It has also been posted in this thread many times and we have a search function here!!!!!!
Only if we use our amateur tea-leaf reading to put the console down.
What disturbs me about the "160 SPUs" hypothesis, is not only the glaring disparity between eDRAM and SPU density.
It is also that every developer testimony I've seen has said that the GPU has performance margins over the 360, typically allowing them to implement some minor new feature(s).
The 360 has 240 (VLIW5) SPUs, and the hypothesis posits the WiiU to have 160 (VLIW5) SPUs of a generationally very close architecture. The clock frequency is similar, so if all other things were equal, the 360 would have 50% higher raw ALU capabilities.
But this clashes with the sentiments of developers on record.
You could assume that Nintendo has commissioned modifications to the ALU-blocks that make them a whole lot more performant ...
There was an aborted PC project called R400 that was probably unified Vec4+scalar. But ATI didn't bring unified to PC until VLIW5 for unknown reasons. Xenos is perhaps a form of that R400.
I assume there is a lot of other logic that is purely for BC purposes. Some may be fix function hardware that is accessible to the developer but I doubt it would be a big difference. The TMUs and ROPs might be better than the ones in xenos but the configuration doesn't seem to lend itself to be revolutionary.Seeing as how the shader units only take up a small portion of the die space, how influential are the other components to a GPU's performance?
I assume there is a lot of other logic that is purely for BC purposes. Some may be fix function hardware that is accessible to the developer but I doubt it would be a big difference. .
Seeing as how the shader units only take up a small portion of the die space, how influential are the other components to a GPU's performance? For example, could the ALU's actually be pretty comparable in performance, but the rest of the hardware on the die is responsible for the increased performance that developers are seeing. For example, is fillrate 100% ALU bound? I ask because Fuzzywuzzygames said they were having fillrate issues on 360, but had no such issues with Wii U, even with higher resolution and post processing effects. All the attention has been on the shader ALU's, but perhaps the ROP's and textures units are also much more efficient than they were on Xenos?
The focus has been the ALU's, but perhaps the fillrate performance is better because of the ROP's. Wii U runs 50Mhz faster than the Xenos, giving the ROP's a 10% advantage in fillrate, and I would assume that just like ALU's there has been design changes to ROP's that give better performance. The same clock speed advantage applies to the texture units as well, and again I would think that the texture units in Wii U are better than Xenos.
I dont see any reason for that whatsoever, a programmable shader gpu would have no problem whatsoever perfectly emulatng wii's simplistic color combiner.
Particularly when the people doing it have the precise information on how to emulate the older device.
Yup, game performance is determined only partially by shader ALU performance. 9800M has around double the memory bandwidth and pixel/texture fillrate compared to GT 435M.
I thought I saw in this thread that someone figured out that WiiU's GPU has a rather atypical 4 TMU & 4 RBE setup. That's not much texture power. RV770 has 40 TMUs with 16 RBEs for example. The ratio was/is usually around 2:1 TMU:RBE.
It's still strange since Radeons typically have around about 2:1 TU:ROP. And 8 ROP Radeons also have >= 320 SPs. Latte has a unique allotment of hardware.Does that make any sense? It seems like its become mostly accepted that the GPU is 160 stream processors, 8 texture units, and 8 rops.