Main Application Processor PowerPC architecture. Three cores (fully coherent). 3MB aggregate L2 Cache size. core 0: 512 KB core 1: 2048 KB core 2: 512 KB Write gatherer per core. Locked (L1d) cache DMA per core.
Main Memory Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video Modern unified shader architecture. 32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass. HDMI and component video outputs.
Features Unified shader architecture executes vertex, geometry, and pixel shaders Multi-sample anti-aliasing (2, 4, or 8 samples per pixel) Read from multi-sample surfaces in the shader 128-bit floating point HDR texture filtering High resolution texture support (up to 8192 x 8192) Indexed cube map arrays
8 render targets Independent blend modes per render target Pixel coverage sample masking Hierarchical Z/stencil buffer Early Z test and Fast Z Clear Lossless Z & stencil compression 2x/4x/8x/16x high quality adaptive anisotropic filtering modes sRGB filtering (gamma/degamma) Tessellation unit Stream out support Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii Us graphics processor is referred to as GPU7. Sound and Audio
Dedicated 120MHz audio DSP. Support for 6 channel discrete uncompressed audio (via HDMI). 2 channel audio for the Cafe DRC controller. Monaural audio for the Cafe Remote controller.
Networking 802.11 b/g/n Wifi.
Peripherals 2 x USB 2.0 host controllers x 2 ports each. SDCard Slot.
Built-in Storage 512MB SLC NAND for System. 8GB MLC NAND for Applications.
Host PC Bridge Dedicated Cafe-to-host PC bridge hardware. Allows File System emulation by host PC. Provides interface for debugger and logging to host PC
so far they've shown nintendo games, which are never really pushing the envelope graphically, and third party ports of pre-existing PS3/360 games, too soon to be making a judgement like this.
so far they've shown nintendo games, which are never really pushing the envelope graphically, and third party ports of pre-existing PS3/360 games, too soon to be making a judgement like this.
Ya I guess it is too soon, that's true.
--
"To be forgotten is worse than death"-Freya FFIX Pokemon Black FC: 4126 4312 6384
Main Application Processor PowerPC architecture. Three cores (fully coherent). 3MB aggregate L2 Cache size. core 0: 512 KB core 1: 2048 KB core 2: 512 KB Write gatherer per core. Locked (L1d) cache DMA per core.
Main Memory Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video Modern unified shader architecture. 32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass. HDMI and component video outputs.
Features Unified shader architecture executes vertex, geometry, and pixel shaders Multi-sample anti-aliasing (2, 4, or 8 samples per pixel) Read from multi-sample surfaces in the shader 128-bit floating point HDR texture filtering High resolution texture support (up to 8192 x 8192) Indexed cube map arrays
8 render targets Independent blend modes per render target Pixel coverage sample masking Hierarchical Z/stencil buffer Early Z test and Fast Z Clear Lossless Z & stencil compression 2x/4x/8x/16x high quality adaptive anisotropic filtering modes sRGB filtering (gamma/degamma) Tessellation unit Stream out support Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii Us graphics processor is referred to as GPU7. Sound and Audio
Dedicated 120MHz audio DSP. Support for 6 channel discrete uncompressed audio (via HDMI). 2 channel audio for the Cafe DRC controller. Monaural audio for the Cafe Remote controller.
Networking 802.11 b/g/n Wifi.
Peripherals 2 x USB 2.0 host controllers x 2 ports each. SDCard Slot.
Built-in Storage 512MB SLC NAND for System. 8GB MLC NAND for Applications.
Host PC Bridge Dedicated Cafe-to-host PC bridge hardware. Allows File System emulation by host PC. Provides interface for debugger and logging to host PC Translate it to English, please?
We can't really compare it to anything because we haven't gotten specs yet. The games they showed off are too stylized to judge much, and the rest were ports.
--
http://img.imgcake.com/nio/bokbokbokpngur.png Mr Caffeine? He was awesome. - Ayuyu
We can't really compare it to anything because we haven't gotten specs yet. The games they showed off are too stylized to judge much, and the rest were ports.
what
--
Brawl is like ZSS' breasts. Well rounded for casual players http://ib.skaia.net/image/32143.gif
another thing to point out is that graphics upgrades are simply a path of diminishing returns, no upgrade from generation to generation is going to ever impress you again the way SNES to psx/N64 did or that generation to xbox/PS2/GCN, there's just less of a noticeable difference with each generation now
another thing to point out is that graphics upgrades are simply a path of diminishing returns, no upgrade from generation to generation is going to ever impress you again the way SNES to psx/N64 did or that generation to xbox/PS2/GCN, there's just less of a noticeable difference with each generation now
Pikmin 3 wasn't really stylized at all. Flat textures on the ground, no real detail, no AA. The Wii could've done those graphics, minus the HD resolution.
The reason the graphics suck now is because it's a new console that no one is used to developing for it yet.
i was wondering where a spec topic was. i'll take a crack at the translation:
PowerPC Architecture - the rumors of it being similar to the 360 in architecture are true then. this allows for a much easier porting between the two systems, so it's gonna be easy on the devs.
3 fully coherent cores - means that the cores on the machine can function in sync and independently of one another and will be aware of what each other's doing. i think this would allow for out of order processing, a BIG flaw between the current gen. righ tnow it's set so that A -> B -> C... between the two systems, you can't do A -> C -> B.
- ...a crapton of RAM. for reference, the 360 has 512MB of it and the PS3 has 256 video/256 general. from the sounds of it, the dev kits had 3GB of RAM and the version they'll sell will have 1.5GB. so 3x the amount.
- on a related note to the above, i'm... not sure what the L2 Cache is on the PS3 or 360. hell, i'm not sure they even HAVE it. i never did see any specs on that so that's new.
- edram is a big part of what helps the 360 keep up with the PS3 visually, hardware-wise. the PS3 has none and the 360 has 10MB of it. this is 32MB of a newer technology on top of that. this is mostly something that helps keep video looking sharper and better - hence why you see it mentioned with why it can do 720p at 4x MSAA or 1080p.
i know nothing on shaders or the texture max that the ps3 and 360 can do but i don't think it really matters either. >_>;
i also am useless for this 8 render targets and everything under that. it's all graphics related is the most i know.
GX2 is something done in-house and does give some credit that the claim that the Wii U WAS in fact being worked on with the Radeon 4870 last year. explaining this a bit: the R7XX series was, in more familiar terms, the 4xxx series. for AMD the important numbers are the first two: 1st is generation, 2nd is power. sometimes the power of 1 will be better than the other. the 4870 is in that line and was pretty much the best one in it. worth noting is that at the level of 4870 the vid cards got to use GDDR5 and were among the firsts to do it. so you can expect a sizable increase here because that all but confirms that yes, it's a heavily modified 4870 being used inside.
internal storage there is basically saying that the system itself = 512MB and there's 8GB internal memory. not bad, but i don't know which of these specs, if any, tell me about a removable HDD (i assume there is).
--
"Maybe it's a tentacle, molesting the planet itself. - Aschen Brodel.
Did somebody claim we have no specs when the second post of the topic that you can't help but see when you enter contains specs.
Are those specs real? How often is everyone going to continue to bite at these anonymous "sources" that keep popping up? I'll believe the specs when they come from a credible source. "Anonymous" isn't good enough.
--
http://img.imgcake.com/nio/bokbokbokpngur.png Mr Caffeine? He was awesome. - Ayuyu
Pikmin 3 wasn't really stylized at all. Flat textures on the ground, no real detail, no AA. The Wii could've done those graphics, minus the HD resolution.
The reason the graphics suck now is because it's a new console that no one is used to developing for it yet.
Didn't Pikmin 3 originally start development as a Wii game? That would explain why it looked like a "Wii HD" game.
If it's fake then whoever did it sure likes getting technical. Seeing how it matches fairly well to what some developers have said, inclined to go it's real.
If you were gonna be fake you wouldn't specify the xrxx line for amd and just name the vid card.
--
The King Wang. Listen up Urinal Cake. I already have something that tells me if I'm too drunk when I pee on it: My friends. - Colbert.
From: Kinglicious | #022 If you were gonna be fake you wouldn't specify the xrxx line for amd and just name the vid card. So you can fool people? I don't know.
I'm not saying it's for sure fake. But I certainly won't just accept it as a given because it looks nice.
--
http://img.imgcake.com/nio/bokbokbokpngur.png Mr Caffeine? He was awesome. - Ayuyu