it seems that after the online tear down of the wiiU people jumoed to conclusions a little too fast. new imformation is leakign out. and it appreas wiiU is significantly more power than the haters are letting on.
Thats it, the Wii U has been finally released, and while a plethora are enjoying new game experiences and interesting Gamepad applications, a smaller but rather vocal number of gamers on the forums, is mixed regarding the technical viability of the console for other productions than Nintendos. These concerns stem mainly from several laborious ports to say the least, lukewarm comments on the CPU by 4A Games or DICE aggravated by its disclosed frequency and apparent architecture roots, and the systems first teardowns. Their results revealed the type of main memory (RAM) used, which disappointed many techies. Lets dig further into this affair, with exclusive words from developers stating that its not an issue. There are several important parameters about this RAM. Among others, the capacity, the latency and the bandwidth, which is the amount of data per second read or written in the memory by other components, calculated by multiplying the width of the interface connecting those parts (the X bit bus that you may have encountered on spec lists), and the frequency at which the data is transferred (see here for more information on the topic). For the first point, the Wii U got 2GB of which 1GB is set aside for games, its twice the 512MB of the Xbox360 and PS3. Before the release of its next-gen rivals, the Wii U is the console with the most memory, so much that developers like Ubisofts Michel Ancel praised this volume. Its the same flattering portray for latency, the main recipient of Shinens Manfred Linzner compliments on the system in our exclusive interview. ..."There are four 4Gb (512MB) Hynix DDR3-1600 devices surrounding the Wii Us MCM (Multi Chip Module). Memory is shared between the CPU and GPU, and if Im decoding the DRAM part numbers correctly it looks like these are 16-bit devices giving the Wii U a total of 12.8GB/s of peak memory bandwidth."... This is clearly a nice leap from the 5.6GB/s Wiis bandwidth, but roughly 40% slower than the Xbox360 and PS3. Facts
1 Generally speaking, although being a non-negligible parameter, RAM bandwidth is less vital than the GPU power or the memory amount, especially as the Wii U is more targeting 720p resolution for its content, thus requiring less fillrate and bandwidth than in 1080p. The anonymous source involved in this article himself put this criterion into perspective, declaring:
"In general all those DRAM numbers are not of much importance. Much more for example are the size and speed of caches for each core in the CPU. Because DRAM is always slow compared to caches speed."
Caches are faster but way smaller pools of memory than the RAM where repeatedly accessed data is stored, and our anonymous developer lauded the Wii U CPU ones in our little chat. So those caches should ease to a certain degree the slow RAM issue for the CPU. Then what about the GPU?
2 The Wii U supposedly includes 32MB of embedded DRAM, a costly memory integrated on the same die as components, apparently on the GPU for the Wii U, like on Wii or Xbox 360 (for the latter, it was on a daughter die but on the same package as the GPU). The gains of this kind of memory compared to traditional stand-alone RAM chips are huge in pretty much all areas, like the latency and the bandwidth (feasibly reaching XXXGB/s rates). You might consider this eDram like another cache, but unlike the CPU one, it can be accessed by the GPU. Its an efficient solution to spare the RAM of large bandwidth usages which are mandatory for the image treatments handled by the GPU, as they will occur on this specific memory instead. Here are the motives from Xbox 360 architects behind its adoption: In summary, The 32M of ram directly on the die, makes up many times over for the supposed slow speed of the wiiUs main memory.The WiiU in essence is alot more effiecint machne. with tons more RAM. discuss