Lejump escribió:Una consola barata a la que no le sirva ningun juego de nueva generacion como Wii??, no gracias.
Si WiiU no es capaz de correr los multis se puede ir olvidando de hacer algo.
Ferdopa escribió:Jur...
No hay ningún juego en PC (ni Battlefield 3) que aproveche en la práctica 8GB de RAM. En la práctica no quiero ni imaginar lo que sería una consola con 8GB de Ram.
En cuanto a tarjeta gráfica, para una resolución 1080p una cantidad de 1,5 GB es más que suficiente si se utiliza x4AA.
Una consola que funcione con 1080p standar con 2GB de Ram y 2GB de gráfica sería un auténtico monstruo (si el procesador y la gráfica están a la altura). Mirad lo que hace PS3 con 256MB+256MB a 720p.
Un saludo.
Pig_Saint escribió:Yo con lo que más lo estoy flipando es con la de gente que rajaba a placer de Mass Effect, Batman, Battlefield o Assassin's Creed y ahora que salen para una consola de Nintendo son juegazos. En serio, lo de los fanboys es de psicólogo. Nintendo tiene la vida solucionada de aquí a mucho saque lo que saque gracias a esa gente.
extrechinato escribió:Pues nada , me acabo de traer una LED pepinaco a casa mientras espero que salga la consola. Primer día que esté en tienda , primer día que a continuación se vendrá para casita. Los 500 pavos siguen en el sobre , para lo que den de si el día de lanzamiento.
Ahora falta meter en el despacho un sofá bien cómodo.
Poco a poco ...
lherre escribió:Ferdopa escribió:Jur...
No hay ningún juego en PC (ni Battlefield 3) que aproveche en la práctica 8GB de RAM. En la práctica no quiero ni imaginar lo que sería una consola con 8GB de Ram.
En cuanto a tarjeta gráfica, para una resolución 1080p una cantidad de 1,5 GB es más que suficiente si se utiliza x4AA.
Una consola que funcione con 1080p standar con 2GB de Ram y 2GB de gráfica sería un auténtico monstruo (si el procesador y la gráfica están a la altura). Mirad lo que hace PS3 con 256MB+256MB a 720p.
Un saludo.
Pues a lo mejor tienes que ir imaginándotelo
lherre escribió:Ferdopa escribió:Jur...
No hay ningún juego en PC (ni Battlefield 3) que aproveche en la práctica 8GB de RAM. En la práctica no quiero ni imaginar lo que sería una consola con 8GB de Ram.
En cuanto a tarjeta gráfica, para una resolución 1080p una cantidad de 1,5 GB es más que suficiente si se utiliza x4AA.
Una consola que funcione con 1080p standar con 2GB de Ram y 2GB de gráfica sería un auténtico monstruo (si el procesador y la gráfica están a la altura). Mirad lo que hace PS3 con 256MB+256MB a 720p.
Un saludo.
Pues a lo mejor tienes que ir imaginándotelo
triki1 escribió:lherre escribió:Ferdopa escribió:Jur...
No hay ningún juego en PC (ni Battlefield 3) que aproveche en la práctica 8GB de RAM. En la práctica no quiero ni imaginar lo que sería una consola con 8GB de Ram.
En cuanto a tarjeta gráfica, para una resolución 1080p una cantidad de 1,5 GB es más que suficiente si se utiliza x4AA.
Una consola que funcione con 1080p standar con 2GB de Ram y 2GB de gráfica sería un auténtico monstruo (si el procesador y la gráfica están a la altura). Mirad lo que hace PS3 con 256MB+256MB a 720p.
Un saludo.
Pues a lo mejor tienes que ir imaginándotelo
No creo ni por asomo que ni la futura PS4 ni la siguiente Xbox lleven esa cantidad de RAM, mas que nada porque lo veo innecesario, no hay hoy en dia en PC ningun juego que que necesite esa cantidad, ni siquiera que se le acerque y por mucha cantidad no veo que puedan dar un salto tan grande. ¿4 GB? tal vez......¿6 GB? harto dificil...........¿ 8 GB? imposible salvo que monten alguna memoria muy lenta y para nada puntera.
triki1 escribió:lherre escribió:Ferdopa escribió:Jur...
No hay ningún juego en PC (ni Battlefield 3) que aproveche en la práctica 8GB de RAM. En la práctica no quiero ni imaginar lo que sería una consola con 8GB de Ram.
En cuanto a tarjeta gráfica, para una resolución 1080p una cantidad de 1,5 GB es más que suficiente si se utiliza x4AA.
Una consola que funcione con 1080p standar con 2GB de Ram y 2GB de gráfica sería un auténtico monstruo (si el procesador y la gráfica están a la altura). Mirad lo que hace PS3 con 256MB+256MB a 720p.
Un saludo.
Pues a lo mejor tienes que ir imaginándotelo
No creo ni por asomo que ni la futura PS4 ni la siguiente Xbox lleven esa cantidad de RAM, mas que nada porque lo veo innecesario, no hay hoy en dia en PC ningun juego que que necesite esa cantidad, ni siquiera que se le acerque y por mucha cantidad no veo que puedan dar un salto tan grande. ¿4 GB? tal vez......¿6 GB? harto dificil...........¿ 8 GB? imposible salvo que monten alguna memoria muy lenta y para nada puntera.
nintenderowii escribió:Tras un tiempo de inactividad por la pagina vuelvo de nuevo para volver a estar por mucho tiempo.
Ahora mi opinion de este E3 y la parte que nos toca Nintendo.
Este E3 no ha sido cutre y aburrido.......... NO............ ha sido lo siguiente. Menos un par de juegos interesantes el resto pura bazofia. No voy a comentar nada de un evento al ke la crisis tb les esta afectando y no ya economicamente hablando, si no que parece que las ideas se les estan acabando, y la verdad ya estoy un poco arto de refritos y secuelas, precuelas .............. mas y mas y mas............
Ahora voy con Nintendo, su conferencia y lo que nos ha mostrado.....
Parece mentira que con todo a su favor no hayan conseguido hacerlo bien, y mira ke lo tenian bien facil pero nada ellos como siempre a su bola y al estilo japones (no tengo nada en contra de los japoneses), pero joder donde estaba el espectaculo? porque yo no lo vi por ningun lado.
- Empiezas el evento mostrando una demo tecnica en tiempo real de lo ke puede hacer tu maquina para callar bocas.
- Salen los japos y americanos casposo ke no veas (mas de uno tendria ke dedicarse a otra cosa) y hablas de la virtudes de la consola, su sociabilidad, su conexion a internet, chats y posibilidades online.
- Todo esas virtudes las muestras con tus juegos.
- Pasas a un trailer con los juegos ke veremos para el lanzamiento y principios del año que viene de las Third que tanto apoyo dicen que te van a dar. Pero joder no me vengas con juegos del año pasado ke estan ya mas ke quemados.
- Vendete con TombRaiders, Resident evil 6, Aliens, Shemue 3, algun Sonic nuevo, Call of Duty o el nuevo Medal que a fin de cuentas es lo ke kiere la gente de las Third.
- Muetra lo que estan haciendo las demas compañias para tu consola con gameplay en directo y que cuenten sus experiencias de trabajar para Nintendo y con la nueva maquina. Nunca diran nada malo delante tuyo y todo quedara grabado de cara al resto del mundo jejeje.
- Sales otra vez americanos y japos hablando de las virtudes de trabajar con otra gente y de lo buena que es tu consola.
- Pasas a hablar de 3DS con sus novedades, ventas y algunas cosas nuevas para ella en tema de aplicaciones.
................................................................................................
- La gente lo hubiese flipado y claro no se esperarian el finalazo de la conferencia..... apaga las luces y pon a todo trapo un trailer de los juegos que estas preparando para ella pero los tuyos, aunke sean juegos ke no vayan a salir hasta mediados del 2013 o finales. Y te plantas con un trailer en el ke metes lo ke estas preparando de Zelda, StarFox, Metroid, Mario, F-Zero alguna exclisiva tipo Roge Scuadron o cosas asi.... y mas de uno se vacia en la butaca del flipe.
Vendes tu consola como nadie, a la gente la ilusionas y le das esperanzas y tu quedas como el puto amo este año.
Pero nada mentalidad japonesa para americanos, donde se metieron los de Vigil games o los del Colonial Marines ke hablan maravillas de tu consola pero no muestran nada? Joder esos son los ke tendrian ke haber salido hablando de tu consola y no tu.
Pero bueno esta gente tiene un evento especial donde supongo ke volveran a presentarla y ya si ke kedara mas o menos definido el lanzamiento oficila, catalogo inicial, precio y que planes tienen para nosotros en un futuro.
Sin mas un saludo y esto es lo ke yo hubiese hecho ke no tiene por que ser compartido por el resto.
Rivroner escribió:Por lo que he leído en las últimas semanas por el foro, sobretodo en el hilo de Wii U, lherre NO se ha equivocado nunca en sus predicciones de especificaciones de consolas, al parecer trabaja dentro de la industria videojueguil
y maneja información privilegiada.
pagantipaco escribió:Por cierto ¿alguien me puede explicar cómo funciona el Panorama View de WiiU? aparentemente es como si fueras en una cabina de un avión y tuvieras una cámara con la que puedes tomar todos los ángulos posibles ¿está pregrabado? si es así no lo entiendo... lo entendería más como si la consola estuviera generando las imágenes de la pantalla y del mando por separado, pero con "render" es decir, como un juego y no como una película... pero parece todo bastante real... no lo entiendo
Cosmyc escribió:pagantipaco escribió:Por cierto ¿alguien me puede explicar cómo funciona el Panorama View de WiiU? aparentemente es como si fueras en una cabina de un avión y tuvieras una cámara con la que puedes tomar todos los ángulos posibles ¿está pregrabado? si es así no lo entiendo... lo entendería más como si la consola estuviera generando las imágenes de la pantalla y del mando por separado, pero con "render" es decir, como un juego y no como una película... pero parece todo bastante real... no lo entiendo
Al parecer es pregrabado, no se si es una especie de tech demo para aplicarlo a juegos o un software destinado a visitar lugares turísticos y de interés...
pagantipaco escribió:Cosmyc escribió:pagantipaco escribió:Por cierto ¿alguien me puede explicar cómo funciona el Panorama View de WiiU? aparentemente es como si fueras en una cabina de un avión y tuvieras una cámara con la que puedes tomar todos los ángulos posibles ¿está pregrabado? si es así no lo entiendo... lo entendería más como si la consola estuviera generando las imágenes de la pantalla y del mando por separado, pero con "render" es decir, como un juego y no como una película... pero parece todo bastante real... no lo entiendo
Al parecer es pregrabado, no se si es una especie de tech demo para aplicarlo a juegos o un software destinado a visitar lugares turísticos y de interés...
No sé si habéis visto los vídeos, pero la consola detecta la posición del mando inmediatamente de manera natural hasta si te pones de espaldas al televisor. Creo que han mejorado muchísimo el tema de los giroscopios, posicionamientos, etc.
Cosmyc escribió:pagantipaco escribió:Cosmyc escribió:Al parecer es pregrabado, no se si es una especie de tech demo para aplicarlo a juegos o un software destinado a visitar lugares turísticos y de interés...
No sé si habéis visto los vídeos, pero la consola detecta la posición del mando inmediatamente de manera natural hasta si te pones de espaldas al televisor. Creo que han mejorado muchísimo el tema de los giroscopios, posicionamientos, etc.
Eso es debido a que el mando de Wii U aparte de tener un acelerómetro y un giroscopio tiene un magnetómetro. Que ayudará a posicionar con más precisión el mando en el espacio.
ethyrie escribió:Cosmyc escribió:pagantipaco escribió:No sé si habéis visto los vídeos, pero la consola detecta la posición del mando inmediatamente de manera natural hasta si te pones de espaldas al televisor. Creo que han mejorado muchísimo el tema de los giroscopios, posicionamientos, etc.
Eso es debido a que el mando de Wii U aparte de tener un acelerómetro y un giroscopio tiene un magnetómetro. Que ayudará a posicionar con más precisión el mando en el espacio.
¿Brújula?
Lejump escribió:Una consola barata a la que no le sirva ningun juego de nueva generacion como Wii??, no gracias.
Si WiiU no es capaz de correr los multis se puede ir olvidando de hacer algo.
meloncito escribió:Lejump escribió:Una consola barata a la que no le sirva ningun juego de nueva generacion como Wii??, no gracias.
Si WiiU no es capaz de correr los multis se puede ir olvidando de hacer algo.
Jaja, de ahi la cara de Miyamoto al salir de ver Watch Dogs...
Pero vamos, siempre quedará Red Ste.. que diga, ZombieU.
Por otro lado, el mando pro tendrá vibracion¿?
meloncito escribió:Lejump escribió:Una consola barata a la que no le sirva ningun juego de nueva generacion como Wii??, no gracias.
Si WiiU no es capaz de correr los multis se puede ir olvidando de hacer algo.
Jaja, de ahi la cara de Miyamoto al salir de ver Watch Dogs...
Pero vamos, siempre quedará Red Ste.. que diga, ZombieU.
Por otro lado, el mando pro tendrá vibracion¿?
SKYSONY escribió:
Lo que se me hace raro es ver no solo a Nintendo, sino a Sony, como sugieren los ultimos rumores, rateando con la RAM. Yo de temas tecnicos poco, pero siempre que he comprado un PC, lo primero que te dicen es "que vaya bien de RAM". 1.5 Gb o 2 en el caso de PS4 me parece poquisimo
DRaGMaRe escribió:meloncito escribió:Jaja, de ahi la cara de Miyamoto al salir de ver Watch Dogs...
La cara que pone Miyamoto cuando sale de probar Watch Dogs es esta...
http://www.youtube.com/watch?v=YZrS8MsX ... r_embedded
Sacar las fotos de contexto es tan divertido... jaja
CPU
The Wii U's CPU is a three-core, dual-threaded, out-of-order IBM Power ISA processor with 3MB of eDRAM L2 cache. Superficially it looks pretty similar to the Xenon CPU in the XBox 360, but it's a completely new CPU, and there are a number of important differences from Xenon:
- Firstly, it supports out-of-order execution. Roughly speaking, this means that the processor can alter the order it executes instructions to operate more efficiently. The benefit of this depends on the kind of code being run. Physics code, for example, wouldn't see much benefit from an out-of-order processor, whereas AI code should run significantly better. Out-of-order execution also generally improves the processor's ability to run poorly optimized code.
- Secondly, we have the larger cache (3MB vs 1MB). The Xenon's cache was actually pretty small for a processor running 6 threads at 3.2.GHz, causing a lot of wasted cycles as threads wait for data to be fetched from main memory. The Wii U CPU's larger cache should mean code runs much more efficiently in comparison, particularly when combined with the out-of-order execution.
- The Xenon processor used the VMX128 AltiVec unit (or SIMD unit), which was a modified version of IBM's then-standard VMX unit, with more gaming-specific instructions. It appears that the Wii U's CPU will feature a highly customized AltiVec unit itself, possibly based off the newer VSX unit. This should substantially increase the efficiency of a lot of gaming-specific code, but the important thing is that, unlike the out-of-order execution and large cache, developers have to actively make use of the new AltiVec unit, and they have to really get to know how it operates to get the most out of it.
- The Wii U has a dedicated DSP for audio and a dedicated I/O processor. These relieve the CPU of a lot of work, for instance there are XBox 360 games which require an entire core to handle audio.
The CPU should have quite a bit less raw power than the PS3's Cell, although the same will most likely be true for both the PS4 and next XBox. It will, however, be substantially easier to program for, and should be more effective at running a lot of code, for instance AI.
There aren't any reliable sources on the CPU's clock speed, but it's expected to be around 3.2Ghz or so.
GPU
The GPU is likely to be VLIW-based, with a pretty modern feature-set and 32MB of eDRAM. We don't have any reliable numbers on either SPU count or clock speed, but in bullshit multiplier comparisons to the Xenos (XBox 360's CPU), most indications are that it's closer to 2 or 3 times the raw power of Xenos, as opposed to the 1.5 times quoted in the OP. There are a few things we do know about the GPU though:
- The 32MB of eDRAM is the only hard number we have about the GPU. This is more than three times the size of the eDRAM framebuffer on Xenos, and should allow games to achieve either 720p with 4x AA or 1080p with no AA, without having to do tiling (the need to tile AA'd HD images on the Xenos's framebuffer made its "free" AA a lot less free). It's also possible (although unconfirmed) that the eDRAM is on-die with the GPU, as opposed to on-chip (and hence on another die). If true, this means that the eDRAM will have much lower latency and possibly much higher bandwidth than the XBox 360's set-up. Developers will have to actively make use of the eDRAM to get the most out of it, though.
- The GPU features a tesselator. However, we have no idea whether it's a 4000-series tesselator (ie not very good) or perhaps a more modern 6000-series tesselator (a lot better). Again, developers would have to actively make use of this in their game engines.
- The GPU is heavily customized and features some unique functionality. Although we don't have any reliable indications of what sort of functionality Nintendo has focused on, it's been speculated that it's related to lighting. Apparently games which make good use of this functionality should see substantial improvements in performance. More than any other feature of the console, though, developers really need to put in the effort to optimize their engines for the GPU's customizations to get the most out of them.
- The GPU has a customized API, based on OpenGL. Regular OpenGL code should run, but won't run very well and won't make any use of the GPU's custom features. Developers will need a good understanding of the GPU's API to get the most out of it.
RAM
It seems the console will have either 1.5GB or 2GB of unified RAM, with indications that Nintendo were targeting 1.5GB with earlier dev-kits and later increased that to 2GB. We don't know the kind of RAM being used, but most expect DDR3, probably with a 128-bit interface and clock speed somewhere in the 750MHz to 1Ghz range, resulting in a bandwidth somewhat, but not significantly, higher than the XBox360 and PS3. It's worth noting that the large CPU cache and GPU eDRAM somewhat mitigate the need for very high bandwidths. It's possible, but quite unlikely, that they're using GDDR5, which would mean a much higher bandwidth.
Going by what we know about the console's hardware, it should be able to produce games which noticeably out-perform what's available on XBox 360 and PS3, so long as everything's properly optimized. Of course, performance will still be far behind the PS4 and next XBox. What we're seeing at E3 is unlikely to be well optimized for a number of reasons:
- "Final" dev-kits, with actual production hardware, only started to arrive to developers a few weeks ago. This would be too late for the E3 demos to make any real use of any improvements this final hardware may have brought. We know that these dev-kits brought a slight improvement in performance, but we don't know if there were any changes in functionality (eg to the eDRAM, which could indicate why we're seeing so little AA).
- Nintendo don't seem to have locked down the clock speeds yet, which makes it difficult for developers to properly optimize games for the hardware. As Nintendo now has final production hardware to do thermal testing on, final clock speeds should come pretty soon.
- For third party multi-plats, the XBox360 and PS3 versions are going to sell the most (due to higher install-bases), so developers are going to put more resources towards those versions, and are likely to put the more talented team-members on XBox360 and PS3 development as well. Because they can get PS360-grade performance out of the Wii U with a quick, poorly optimized port, most aren't going to bother putting the time and money into substantially improving the Wii U version.
- We've only seen launch-window titles, and launch-window titles that are about five months from completion, at that. I can only think of a single case where a game for new hardware was actually well optimized at this point before the launch of the console (Rogue Leader for Gamecube).
- While third parties are unlikely to make good use of the hardware, Nintendo haven't shown any games from the first party studios most likely to really push the hardware (eg Retro, Monolith, EAD Tokyo, EAD Kyoto Group 3). These studios are the ones to watch for technically impressive games in the first couple of years of the Wii U's life.
Interestingly, the best-looking game that's been shown off thus far is probably Platinum's Project P-100. While people haven't been focusing on it from a technical perspective that much because of the art style, it's got great textures, good polygon detail, very nice lighting, good effects, a nice DoF effect, the IQ seems good and the framerate seems smooth. In some parts it also does nice 3D visuals on both the TV and controller screen. I wouldn't go so far as saying it looks substantially better than anything we've seen on PS360 (certainly not without seeing it in person), but it's definitely a nice looking game.
Elefante escribió:discúlpenme si en un momento me extralimité y si te falte al respeto IridiumArkangel, perdóname lo siento de verdad, estaba en caliente ,no pretendo mentir a nadie, cada uno que piense lo que quiera, faltaría mas.
actualmente juego en pc con un i5 2500k recién comprado( bueno dentro de poco hará un año.. ) con una grafica hd6870 de las de pccomponentes y 8gb de ram por poco dinero (300€), eso si donde me he dejado mas dinero es en un disco ssd 2x128gb 210€, en cuanto bajen las gráficas me hare con una buena.
actualmente corro todos los juegos a full i la gran mayoría 60fps estables con vsinc, y cuando pueda ponerle una gráfica en condiciones ya tendré pc para tiempo, activando el OC a 4'8ghz.
pd: IridiumArkangel, no me refiero faltar al respeto personalmente, decía en la tónica del hilo, en ámbito general. pero como he dicho , pido perdón por si dije cosas de más.
Un saludo a todos.
Xpider_MX escribió:Pregunta para Lherre:
¿Qué opina de lo que posteó un usuario (thraktor) en NeoGAF acerca de las specs de Wii U que salieron hace poco?
Aquí el tocho:CPU
The Wii U's CPU is a three-core, dual-threaded, out-of-order IBM Power ISA processor with 3MB of eDRAM L2 cache. Superficially it looks pretty similar to the Xenon CPU in the XBox 360, but it's a completely new CPU, and there are a number of important differences from Xenon:
- Firstly, it supports out-of-order execution. Roughly speaking, this means that the processor can alter the order it executes instructions to operate more efficiently. The benefit of this depends on the kind of code being run. Physics code, for example, wouldn't see much benefit from an out-of-order processor, whereas AI code should run significantly better. Out-of-order execution also generally improves the processor's ability to run poorly optimized code.
- Secondly, we have the larger cache (3MB vs 1MB). The Xenon's cache was actually pretty small for a processor running 6 threads at 3.2.GHz, causing a lot of wasted cycles as threads wait for data to be fetched from main memory. The Wii U CPU's larger cache should mean code runs much more efficiently in comparison, particularly when combined with the out-of-order execution.
- The Xenon processor used the VMX128 AltiVec unit (or SIMD unit), which was a modified version of IBM's then-standard VMX unit, with more gaming-specific instructions. It appears that the Wii U's CPU will feature a highly customized AltiVec unit itself, possibly based off the newer VSX unit. This should substantially increase the efficiency of a lot of gaming-specific code, but the important thing is that, unlike the out-of-order execution and large cache, developers have to actively make use of the new AltiVec unit, and they have to really get to know how it operates to get the most out of it.
- The Wii U has a dedicated DSP for audio and a dedicated I/O processor. These relieve the CPU of a lot of work, for instance there are XBox 360 games which require an entire core to handle audio.
The CPU should have quite a bit less raw power than the PS3's Cell, although the same will most likely be true for both the PS4 and next XBox. It will, however, be substantially easier to program for, and should be more effective at running a lot of code, for instance AI.
There aren't any reliable sources on the CPU's clock speed, but it's expected to be around 3.2Ghz or so.
GPU
The GPU is likely to be VLIW-based, with a pretty modern feature-set and 32MB of eDRAM. We don't have any reliable numbers on either SPU count or clock speed, but in bullshit multiplier comparisons to the Xenos (XBox 360's CPU), most indications are that it's closer to 2 or 3 times the raw power of Xenos, as opposed to the 1.5 times quoted in the OP. There are a few things we do know about the GPU though:
- The 32MB of eDRAM is the only hard number we have about the GPU. This is more than three times the size of the eDRAM framebuffer on Xenos, and should allow games to achieve either 720p with 4x AA or 1080p with no AA, without having to do tiling (the need to tile AA'd HD images on the Xenos's framebuffer made its "free" AA a lot less free). It's also possible (although unconfirmed) that the eDRAM is on-die with the GPU, as opposed to on-chip (and hence on another die). If true, this means that the eDRAM will have much lower latency and possibly much higher bandwidth than the XBox 360's set-up. Developers will have to actively make use of the eDRAM to get the most out of it, though.
- The GPU features a tesselator. However, we have no idea whether it's a 4000-series tesselator (ie not very good) or perhaps a more modern 6000-series tesselator (a lot better). Again, developers would have to actively make use of this in their game engines.
- The GPU is heavily customized and features some unique functionality. Although we don't have any reliable indications of what sort of functionality Nintendo has focused on, it's been speculated that it's related to lighting. Apparently games which make good use of this functionality should see substantial improvements in performance. More than any other feature of the console, though, developers really need to put in the effort to optimize their engines for the GPU's customizations to get the most out of them.
- The GPU has a customized API, based on OpenGL. Regular OpenGL code should run, but won't run very well and won't make any use of the GPU's custom features. Developers will need a good understanding of the GPU's API to get the most out of it.
RAM
It seems the console will have either 1.5GB or 2GB of unified RAM, with indications that Nintendo were targeting 1.5GB with earlier dev-kits and later increased that to 2GB. We don't know the kind of RAM being used, but most expect DDR3, probably with a 128-bit interface and clock speed somewhere in the 750MHz to 1Ghz range, resulting in a bandwidth somewhat, but not significantly, higher than the XBox360 and PS3. It's worth noting that the large CPU cache and GPU eDRAM somewhat mitigate the need for very high bandwidths. It's possible, but quite unlikely, that they're using GDDR5, which would mean a much higher bandwidth.
Going by what we know about the console's hardware, it should be able to produce games which noticeably out-perform what's available on XBox 360 and PS3, so long as everything's properly optimized. Of course, performance will still be far behind the PS4 and next XBox. What we're seeing at E3 is unlikely to be well optimized for a number of reasons:
- "Final" dev-kits, with actual production hardware, only started to arrive to developers a few weeks ago. This would be too late for the E3 demos to make any real use of any improvements this final hardware may have brought. We know that these dev-kits brought a slight improvement in performance, but we don't know if there were any changes in functionality (eg to the eDRAM, which could indicate why we're seeing so little AA).
- Nintendo don't seem to have locked down the clock speeds yet, which makes it difficult for developers to properly optimize games for the hardware. As Nintendo now has final production hardware to do thermal testing on, final clock speeds should come pretty soon.
- For third party multi-plats, the XBox360 and PS3 versions are going to sell the most (due to higher install-bases), so developers are going to put more resources towards those versions, and are likely to put the more talented team-members on XBox360 and PS3 development as well. Because they can get PS360-grade performance out of the Wii U with a quick, poorly optimized port, most aren't going to bother putting the time and money into substantially improving the Wii U version.
- We've only seen launch-window titles, and launch-window titles that are about five months from completion, at that. I can only think of a single case where a game for new hardware was actually well optimized at this point before the launch of the console (Rogue Leader for Gamecube).
- While third parties are unlikely to make good use of the hardware, Nintendo haven't shown any games from the first party studios most likely to really push the hardware (eg Retro, Monolith, EAD Tokyo, EAD Kyoto Group 3). These studios are the ones to watch for technically impressive games in the first couple of years of the Wii U's life.
Interestingly, the best-looking game that's been shown off thus far is probably Platinum's Project P-100. While people haven't been focusing on it from a technical perspective that much because of the art style, it's got great textures, good polygon detail, very nice lighting, good effects, a nice DoF effect, the IQ seems good and the framerate seems smooth. In some parts it also does nice 3D visuals on both the TV and controller screen. I wouldn't go so far as saying it looks substantially better than anything we've seen on PS360 (certainly not without seeing it in person), but it's definitely a nice looking game.
La CPU:
- Aunque pareciera ser como la de la Xbox 360 (o incluso un pelín menos), es mas eficiente porque es OoO (Out of Order).
- Tiene mas caché, así que se aprovechan mas los hilos de ejecución (threads).
- Utiliza unidades AltiVec que se aprovecharían mas en los juegos.
- Algunas cosas que en Xbox 360 (y PS3) se hacen en la CPU, en Wii U se hacen en otra parte, como el sonido, que Wii U incliye DSP y no potencia de CPU.
La GPU:
- Podría estar mas cerca de 2-3X de Xenos que 1.5X como dicen algunos.
- Gracias a los 32mb de eDRAM lo que permitiría 720p con antialiasing sin pérdida de rendimiento o 1080p sin AA.
- Trae teselacón (aunque no se sabe a que nivel).
- Según laGPU, al ser "custom", trae mejoras hechas por Nintendo, al parecer para el manejo de iluminación.
RAM:
- De 1,5GB a 2 GB.
- Algo mas rápida.
Miyazaki escribió:Vale, entonces es mas potente que ps3 y xbox según esas specs?
daniel_mallorca escribió:Xpider_MX escribió:Pregunta para Lherre:
¿Qué opina de lo que posteó un usuario (thraktor) en NeoGAF acerca de las specs de Wii U que salieron hace poco?
Aquí el tocho:CPU
The Wii U's CPU is a three-core, dual-threaded, out-of-order IBM Power ISA processor with 3MB of eDRAM L2 cache. Superficially it looks pretty similar to the Xenon CPU in the XBox 360, but it's a completely new CPU, and there are a number of important differences from Xenon:
- Firstly, it supports out-of-order execution. Roughly speaking, this means that the processor can alter the order it executes instructions to operate more efficiently. The benefit of this depends on the kind of code being run. Physics code, for example, wouldn't see much benefit from an out-of-order processor, whereas AI code should run significantly better. Out-of-order execution also generally improves the processor's ability to run poorly optimized code.
- Secondly, we have the larger cache (3MB vs 1MB). The Xenon's cache was actually pretty small for a processor running 6 threads at 3.2.GHz, causing a lot of wasted cycles as threads wait for data to be fetched from main memory. The Wii U CPU's larger cache should mean code runs much more efficiently in comparison, particularly when combined with the out-of-order execution.
- The Xenon processor used the VMX128 AltiVec unit (or SIMD unit), which was a modified version of IBM's then-standard VMX unit, with more gaming-specific instructions. It appears that the Wii U's CPU will feature a highly customized AltiVec unit itself, possibly based off the newer VSX unit. This should substantially increase the efficiency of a lot of gaming-specific code, but the important thing is that, unlike the out-of-order execution and large cache, developers have to actively make use of the new AltiVec unit, and they have to really get to know how it operates to get the most out of it.
- The Wii U has a dedicated DSP for audio and a dedicated I/O processor. These relieve the CPU of a lot of work, for instance there are XBox 360 games which require an entire core to handle audio.
The CPU should have quite a bit less raw power than the PS3's Cell, although the same will most likely be true for both the PS4 and next XBox. It will, however, be substantially easier to program for, and should be more effective at running a lot of code, for instance AI.
There aren't any reliable sources on the CPU's clock speed, but it's expected to be around 3.2Ghz or so.
GPU
The GPU is likely to be VLIW-based, with a pretty modern feature-set and 32MB of eDRAM. We don't have any reliable numbers on either SPU count or clock speed, but in bullshit multiplier comparisons to the Xenos (XBox 360's CPU), most indications are that it's closer to 2 or 3 times the raw power of Xenos, as opposed to the 1.5 times quoted in the OP. There are a few things we do know about the GPU though:
- The 32MB of eDRAM is the only hard number we have about the GPU. This is more than three times the size of the eDRAM framebuffer on Xenos, and should allow games to achieve either 720p with 4x AA or 1080p with no AA, without having to do tiling (the need to tile AA'd HD images on the Xenos's framebuffer made its "free" AA a lot less free). It's also possible (although unconfirmed) that the eDRAM is on-die with the GPU, as opposed to on-chip (and hence on another die). If true, this means that the eDRAM will have much lower latency and possibly much higher bandwidth than the XBox 360's set-up. Developers will have to actively make use of the eDRAM to get the most out of it, though.
- The GPU features a tesselator. However, we have no idea whether it's a 4000-series tesselator (ie not very good) or perhaps a more modern 6000-series tesselator (a lot better). Again, developers would have to actively make use of this in their game engines.
- The GPU is heavily customized and features some unique functionality. Although we don't have any reliable indications of what sort of functionality Nintendo has focused on, it's been speculated that it's related to lighting. Apparently games which make good use of this functionality should see substantial improvements in performance. More than any other feature of the console, though, developers really need to put in the effort to optimize their engines for the GPU's customizations to get the most out of them.
- The GPU has a customized API, based on OpenGL. Regular OpenGL code should run, but won't run very well and won't make any use of the GPU's custom features. Developers will need a good understanding of the GPU's API to get the most out of it.
RAM
It seems the console will have either 1.5GB or 2GB of unified RAM, with indications that Nintendo were targeting 1.5GB with earlier dev-kits and later increased that to 2GB. We don't know the kind of RAM being used, but most expect DDR3, probably with a 128-bit interface and clock speed somewhere in the 750MHz to 1Ghz range, resulting in a bandwidth somewhat, but not significantly, higher than the XBox360 and PS3. It's worth noting that the large CPU cache and GPU eDRAM somewhat mitigate the need for very high bandwidths. It's possible, but quite unlikely, that they're using GDDR5, which would mean a much higher bandwidth.
Going by what we know about the console's hardware, it should be able to produce games which noticeably out-perform what's available on XBox 360 and PS3, so long as everything's properly optimized. Of course, performance will still be far behind the PS4 and next XBox. What we're seeing at E3 is unlikely to be well optimized for a number of reasons:
- "Final" dev-kits, with actual production hardware, only started to arrive to developers a few weeks ago. This would be too late for the E3 demos to make any real use of any improvements this final hardware may have brought. We know that these dev-kits brought a slight improvement in performance, but we don't know if there were any changes in functionality (eg to the eDRAM, which could indicate why we're seeing so little AA).
- Nintendo don't seem to have locked down the clock speeds yet, which makes it difficult for developers to properly optimize games for the hardware. As Nintendo now has final production hardware to do thermal testing on, final clock speeds should come pretty soon.
- For third party multi-plats, the XBox360 and PS3 versions are going to sell the most (due to higher install-bases), so developers are going to put more resources towards those versions, and are likely to put the more talented team-members on XBox360 and PS3 development as well. Because they can get PS360-grade performance out of the Wii U with a quick, poorly optimized port, most aren't going to bother putting the time and money into substantially improving the Wii U version.
- We've only seen launch-window titles, and launch-window titles that are about five months from completion, at that. I can only think of a single case where a game for new hardware was actually well optimized at this point before the launch of the console (Rogue Leader for Gamecube).
- While third parties are unlikely to make good use of the hardware, Nintendo haven't shown any games from the first party studios most likely to really push the hardware (eg Retro, Monolith, EAD Tokyo, EAD Kyoto Group 3). These studios are the ones to watch for technically impressive games in the first couple of years of the Wii U's life.
Interestingly, the best-looking game that's been shown off thus far is probably Platinum's Project P-100. While people haven't been focusing on it from a technical perspective that much because of the art style, it's got great textures, good polygon detail, very nice lighting, good effects, a nice DoF effect, the IQ seems good and the framerate seems smooth. In some parts it also does nice 3D visuals on both the TV and controller screen. I wouldn't go so far as saying it looks substantially better than anything we've seen on PS360 (certainly not without seeing it in person), but it's definitely a nice looking game.La CPU:
- Aunque pareciera ser como la de la Xbox 360 (o incluso un pelín menos), es mas eficiente porque es OoO (Out of Order).
- Tiene mas caché, así que se aprovechan mas los hilos de ejecución (threads).
- Utiliza unidades AltiVec que se aprovecharían mas en los juegos.
- Algunas cosas que en Xbox 360 (y PS3) se hacen en la CPU, en Wii U se hacen en otra parte, como el sonido, que Wii U incliye DSP y no potencia de CPU.
La GPU:
- Podría estar mas cerca de 2-3X de Xenos que 1.5X como dicen algunos.
- Gracias a los 32mb de eDRAM lo que permitiría 720p con antialiasing sin pérdida de rendimiento o 1080p sin AA.
- Trae teselacón (aunque no se sabe a que nivel).
- Según laGPU, al ser "custom", trae mejoras hechas por Nintendo, al parecer para el manejo de iluminación.
RAM:
- De 1,5GB a 2 GB.
- Algo mas rápida.
triki1 escribió:Miyazaki escribió:Vale, entonces es mas potente que ps3 y xbox según esas specs?
Si le preguntas a daniel tienes que esperar que alguien responda a una pregunta equivalente por vandal, realice un copy paste aqui y haga que esa respuesta pase por ser suya, como hace siempre....pero vamos, que si, que es mas potente, pero vamos, eso no se ha puesto en duda nunca, la cuestion es cuanto mas potente.
Xpider_MX escribió:Pregunta para Lherre:
¿Qué opina de lo que posteó un usuario (thraktor) en NeoGAF acerca de las specs de Wii U que salieron hace poco?
Aquí el tocho:CPU
The Wii U's CPU is a three-core, dual-threaded, out-of-order IBM Power ISA processor with 3MB of eDRAM L2 cache. Superficially it looks pretty similar to the Xenon CPU in the XBox 360, but it's a completely new CPU, and there are a number of important differences from Xenon:
- Firstly, it supports out-of-order execution. Roughly speaking, this means that the processor can alter the order it executes instructions to operate more efficiently. The benefit of this depends on the kind of code being run. Physics code, for example, wouldn't see much benefit from an out-of-order processor, whereas AI code should run significantly better. Out-of-order execution also generally improves the processor's ability to run poorly optimized code.
- Secondly, we have the larger cache (3MB vs 1MB). The Xenon's cache was actually pretty small for a processor running 6 threads at 3.2.GHz, causing a lot of wasted cycles as threads wait for data to be fetched from main memory. The Wii U CPU's larger cache should mean code runs much more efficiently in comparison, particularly when combined with the out-of-order execution.
- The Xenon processor used the VMX128 AltiVec unit (or SIMD unit), which was a modified version of IBM's then-standard VMX unit, with more gaming-specific instructions. It appears that the Wii U's CPU will feature a highly customized AltiVec unit itself, possibly based off the newer VSX unit. This should substantially increase the efficiency of a lot of gaming-specific code, but the important thing is that, unlike the out-of-order execution and large cache, developers have to actively make use of the new AltiVec unit, and they have to really get to know how it operates to get the most out of it.
- The Wii U has a dedicated DSP for audio and a dedicated I/O processor. These relieve the CPU of a lot of work, for instance there are XBox 360 games which require an entire core to handle audio.
The CPU should have quite a bit less raw power than the PS3's Cell, although the same will most likely be true for both the PS4 and next XBox. It will, however, be substantially easier to program for, and should be more effective at running a lot of code, for instance AI.
There aren't any reliable sources on the CPU's clock speed, but it's expected to be around 3.2Ghz or so.
GPU
The GPU is likely to be VLIW-based, with a pretty modern feature-set and 32MB of eDRAM. We don't have any reliable numbers on either SPU count or clock speed, but in bullshit multiplier comparisons to the Xenos (XBox 360's CPU), most indications are that it's closer to 2 or 3 times the raw power of Xenos, as opposed to the 1.5 times quoted in the OP. There are a few things we do know about the GPU though:
- The 32MB of eDRAM is the only hard number we have about the GPU. This is more than three times the size of the eDRAM framebuffer on Xenos, and should allow games to achieve either 720p with 4x AA or 1080p with no AA, without having to do tiling (the need to tile AA'd HD images on the Xenos's framebuffer made its "free" AA a lot less free). It's also possible (although unconfirmed) that the eDRAM is on-die with the GPU, as opposed to on-chip (and hence on another die). If true, this means that the eDRAM will have much lower latency and possibly much higher bandwidth than the XBox 360's set-up. Developers will have to actively make use of the eDRAM to get the most out of it, though.
- The GPU features a tesselator. However, we have no idea whether it's a 4000-series tesselator (ie not very good) or perhaps a more modern 6000-series tesselator (a lot better). Again, developers would have to actively make use of this in their game engines.
- The GPU is heavily customized and features some unique functionality. Although we don't have any reliable indications of what sort of functionality Nintendo has focused on, it's been speculated that it's related to lighting. Apparently games which make good use of this functionality should see substantial improvements in performance. More than any other feature of the console, though, developers really need to put in the effort to optimize their engines for the GPU's customizations to get the most out of them.
- The GPU has a customized API, based on OpenGL. Regular OpenGL code should run, but won't run very well and won't make any use of the GPU's custom features. Developers will need a good understanding of the GPU's API to get the most out of it.
RAM
It seems the console will have either 1.5GB or 2GB of unified RAM, with indications that Nintendo were targeting 1.5GB with earlier dev-kits and later increased that to 2GB. We don't know the kind of RAM being used, but most expect DDR3, probably with a 128-bit interface and clock speed somewhere in the 750MHz to 1Ghz range, resulting in a bandwidth somewhat, but not significantly, higher than the XBox360 and PS3. It's worth noting that the large CPU cache and GPU eDRAM somewhat mitigate the need for very high bandwidths. It's possible, but quite unlikely, that they're using GDDR5, which would mean a much higher bandwidth.
Going by what we know about the console's hardware, it should be able to produce games which noticeably out-perform what's available on XBox 360 and PS3, so long as everything's properly optimized. Of course, performance will still be far behind the PS4 and next XBox. What we're seeing at E3 is unlikely to be well optimized for a number of reasons:
- "Final" dev-kits, with actual production hardware, only started to arrive to developers a few weeks ago. This would be too late for the E3 demos to make any real use of any improvements this final hardware may have brought. We know that these dev-kits brought a slight improvement in performance, but we don't know if there were any changes in functionality (eg to the eDRAM, which could indicate why we're seeing so little AA).
- Nintendo don't seem to have locked down the clock speeds yet, which makes it difficult for developers to properly optimize games for the hardware. As Nintendo now has final production hardware to do thermal testing on, final clock speeds should come pretty soon.
- For third party multi-plats, the XBox360 and PS3 versions are going to sell the most (due to higher install-bases), so developers are going to put more resources towards those versions, and are likely to put the more talented team-members on XBox360 and PS3 development as well. Because they can get PS360-grade performance out of the Wii U with a quick, poorly optimized port, most aren't going to bother putting the time and money into substantially improving the Wii U version.
- We've only seen launch-window titles, and launch-window titles that are about five months from completion, at that. I can only think of a single case where a game for new hardware was actually well optimized at this point before the launch of the console (Rogue Leader for Gamecube).
- While third parties are unlikely to make good use of the hardware, Nintendo haven't shown any games from the first party studios most likely to really push the hardware (eg Retro, Monolith, EAD Tokyo, EAD Kyoto Group 3). These studios are the ones to watch for technically impressive games in the first couple of years of the Wii U's life.
Interestingly, the best-looking game that's been shown off thus far is probably Platinum's Project P-100. While people haven't been focusing on it from a technical perspective that much because of the art style, it's got great textures, good polygon detail, very nice lighting, good effects, a nice DoF effect, the IQ seems good and the framerate seems smooth. In some parts it also does nice 3D visuals on both the TV and controller screen. I wouldn't go so far as saying it looks substantially better than anything we've seen on PS360 (certainly not without seeing it in person), but it's definitely a nice looking game.
T1100 escribió:DRaGMaRe escribió:meloncito escribió:Jaja, de ahi la cara de Miyamoto al salir de ver Watch Dogs...
La cara que pone Miyamoto cuando sale de probar Watch Dogs es esta...
http://www.youtube.com/watch?v=YZrS8MsX ... r_embedded
Sacar las fotos de contexto es tan divertido... jaja
La primera foto es mientras veía Watch Dogs, al salir su cara era así:
paxama escribió:Elefante escribió:discúlpenme si en un momento me extralimité y si te falte al respeto IridiumArkangel, perdóname lo siento de verdad, estaba en caliente ,no pretendo mentir a nadie, cada uno que piense lo que quiera, faltaría mas.
actualmente juego en pc con un i5 2500k recién comprado( bueno dentro de poco hará un año.. ) con una grafica hd6870 de las de pccomponentes y 8gb de ram por poco dinero (300€), eso si donde me he dejado mas dinero es en un disco ssd 2x128gb 210€, en cuanto bajen las gráficas me hare con una buena.
actualmente corro todos los juegos a full i la gran mayoría 60fps estables con vsinc, y cuando pueda ponerle una gráfica en condiciones ya tendré pc para tiempo, activando el OC a 4'8ghz.
pd: IridiumArkangel, no me refiero faltar al respeto personalmente, decía en la tónica del hilo, en ámbito general. pero como he dicho , pido perdón por si dije cosas de más.
Un saludo a todos.
i5 2500k 189EUR
http://www.pccomponentes.com/intel_core ... _1155.html
hd6870 159(la mas barata)
http://www.pccomponentes.com/sapphire_r ... gddr5.html
ram 8gb 46 EUR (2x4gb)
http://www.pccomponentes.com/kingston_v ... 0_cl9.html
discos ssd 2x128gb 210€ (esto lo has puesto tu jejejejeje)
Esto asciende a 604 eur
Y aun faltaria caja PC+fuente de alimetacionplaca base+un buen disipador para el overclock
vamos ke mil euritos no te los kitas ni de globo y lo digo sin mala intencion
Y acabo con los offtopic
Chuko25 escribió:T1100 escribió:meloncito escribió:Jaja, de ahi la cara de Miyamoto al salir de ver Watch Dogs...
La primera foto es mientras veía Watch Dogs, al salir su cara era así:
En el video se le ve salir de una "sala" cerrada y la foto que segunt tu es mientras lo ve se ven luces al fondo y todo lleno de gente, asi q no puede ser como dices.