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THQ Clarifies Claims of "Horrible, Slow" Wii U CPU

An anonymous reader writes "THQ has clarified comments made by 4A Games' chief technical officer, Oles Shishkovtsov, about why their upcoming first-person shooter, Metro, won't be available for Nintendo's new Wii U console. Shishkovtsov had told NowGamer, '[The] Wii U has a horrible, slow CPU,' by way of explaining why a Wii U version of Metro wasn't in the works. Now, THQ's Huw Beynon has provided a more thorough (and more diplomatic) explanation: 'It's a very CPU intensive game. I think it's been verified by plenty of other sources, including your own Digital Foundry guys, that the CPU on Wii U on the face of it isn't as fast as some of the other consoles out there. Lots of developers are finding ways to get around that because of other interesting parts of the platform. ... We genuinely looked at what it would take to bring the game to Wii U. It's certainly possible, and it's something we thought we'd like to do. The reality is that would mean a dedicated team, dedicated time and effort, and it would either result in a detriment to what we're trying to focus on or we probably wouldn't be able to do the Wii U version the justice that we'd want.'"

59 of 281 comments (clear)

  1. Better get used to it, THQ by Anonymous Coward · · Score: 5, Insightful

    I have a strong suspicion that Microsoft and Sony's next hardware is only going to be a modest step up from this current generation. Sony's taken about five billion dollars of losses on the PS3, and recently had their bond rating downgraded to junk territory, while Microsoft took substantial losses on the RROD debacle. Simply put, nobody can afford a repeat of the seventh generation of the console wars. Except for Nintendo, which, between the Wii and the DS, pretty much had a license to print money. Third party problems notwithstanding, Nintendo's lower-end hardware approach seems to be the only sustainable one, and I think Microsoft and Sony would have to be asleep at the wheel to fail to recognize that in time for the upcoming eighth generation.

    1. Re:Better get used to it, THQ by Anonymous Coward · · Score: 2, Insightful

      I'm doubtful. Ridiculous amounts of RAM are extremely cheap nowadays, and even a low-end Core i3 is leaps and bounds more powerful than what's in the current consoles.

      Keep in mine that these consoles were launched IN 2006, and the Wii U's processor isn't even able to keep up. That's how shitty it is.

    2. Re:Better get used to it, THQ by Cinder6 · · Score: 3, Interesting

      I've never understood why consoles don't simply have more RAM. Even in 2006, it was cheap enough to put in more than what the PS3 and 360 have. Right now, you can get 16GB of DDR3 RAM for $50 from Newegg, which is obviously higher than what manufacturers pay. Will it make the system cost a bit more to produce? Yes. Would it cost that much more to produce? Probably not.

      --
      If you can't convince them, convict them.
    3. Re:Better get used to it, THQ by Pinhedd · · Score: 4, Insightful

      DDR DIMMs are cheap yes, but extra capacity adds cost and complexity. PC motherboards have DIMM sockets and motherboards with 4 DIMM sockets cost more than motherboards with 2, motherboards with 8 cost more than 4. On consoles this cost is still present in the form of motherboard design and it's multiplied by millions of consoles which are often sold below cost.

    4. Re:Better get used to it, THQ by rolfwind · · Score: 4, Informative

      Consoles traditionally were single purpose devices. The OS consumed next to nothing and the game could have most of it. Plus, games were supposed to be tweaked to come in as low in resouce usage as possible.

      Obviously, some of that has changed with them able to stream netflix/browse/online gaming. Even the Wii U, which has 2GB ram, 1/2 of that is dedicated to the games and GPU and the other half to the OS, which is pretty damn disgusting, if you think about it.

    5. Re:Better get used to it, THQ by demonlapin · · Score: 2

      It's higher than what they pay but not (much) higher than they'd have to charge to cover the costs - after all, it still has to be shipped around and handled. And consoles are about price points - $399 plus an extra controller, game, and tax is rough, but should come out just under $500. You don't want to break that price point for something that isn't critical. RAM has always been tight on consoles.

    6. Re:Better get used to it, THQ by Anonymous Coward · · Score: 3, Informative

      ugh, first off a i3 is a completly different (slower) architecture, and second nintendo usually clocks there cpu's way down so they can have a small/quiet/reliable console. which is perfectly acceptable, wanted actually.
      and finally when it comes to the vast majority of games the GPU does the heavy lifting and upgrating the cpu does little, the wii has a great gpu, and thus why it's comprable to the ps3/360 but is smaller and quieter.

      you calling the cpu "shitty" is both rude and uninformed

    7. Re:Better get used to it, THQ by bigdavex · · Score: 5, Insightful

      I've never understood why consoles don't simply have more RAM. Even in 2006, it was cheap enough to put in more than what the PS3 and 360 have. Right now, you can get 16GB of DDR3 RAM for $50 from Newegg, which is obviously higher than what manufacturers pay. Will it make the system cost a bit more to produce? Yes. Would it cost that much more to produce? Probably not.

      $25 x 70 million units = $1.75 billion

      --
      -Dave
    8. Re:Better get used to it, THQ by Narishma · · Score: 3, Interesting

      For various reasons, the consoles don't use cheap PC-style DDR RAM.

      Because it has to share it between the CPU and GPU, the Xbox 360 uses the high-bandwidth GDDR3, which was very expensive in 2005 when it launched.
      Sony being Sony, the PS3 uses high speed XDR RAM, the successor to Rambus' RDRAM, which ended up losing to DDR2 in the PC space. They are basically the only ones using it, so it's very expensive.

      --
      Mada mada dane.
    9. Re:Better get used to it, THQ by j00r0m4nc3r · · Score: 3, Interesting

      Not shitty, just modestly spec'd and priced. Most games don't need all that extra power, and for the ones that do I have my PC. I never even touch my 360 anymore, just Wii and PC. Wii is perfect for hanging out in the living room with my kids and playing games. PC is perfect for late nights up in the bedroom, headphones. Best of both worlds..

    10. Re:Better get used to it, THQ by drinkypoo · · Score: 4, Informative

      Consoles traditionally were single purpose devices. The OS consumed next to nothing and the game could have most of it

      How traditional are we getting? Traditionally, consoles didn't even have an OS...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    11. Re:Better get used to it, THQ by AmiMoJo · · Score: 4, Interesting

      Nowadays developers expect a console to be easy to develop for as well. That has harmed the PS3 a lot, when the 360 and Wii were relatively easy to get on with. The next generation will be even easier, which means more RAM and a bigger OS footprint to provide services like network connectivity and online profile management.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    12. Re:Better get used to it, THQ by ericloewe · · Score: 2

      That's pure crap, except for the absolute amount memory. While Power is crap when compared with x86, the processors inside the Wii, Wii U, 360 and PS3 are still way ahead of any ARM design. Same goes for GPUs. RAM bandwidth is much higher than on any SoC.

    13. Re:Better get used to it, THQ by Belial6 · · Score: 4, Interesting

      Sounds like a design failure on the part of the console manufacturers to me.

    14. Re:Better get used to it, THQ by RCL · · Score: 3, Insightful

      Also, nowadays it's hard to find programmers who truly realize that memory is not an unlimited resource. Academia supplies pokemons who can only do higher level programming and cannot be bothered with "hardware specific details" like these.

    15. Re:Better get used to it, THQ by aliquis · · Score: 2

      "The PlayStation 3 has 256 MB of XDR DRAM main memory and 256 MB of GDDR3 video memory for the RSX.[51]"
      http://en.wikipedia.org/wiki/PlayStation_3

      That was hard.

      GDDR3 is common, it's the XDR which is the more exotic one in this case.

      http://en.wikipedia.org/wiki/XDR_DRAM
      "XDR DRAM or extreme data rate dynamic random-access memory is a high-performance RAM interface and successor to the Rambus RDRAM it is based on, competing with the rival DDR2 SDRAM and GDDR4 technology. XDR was designed to be effective in small, high-bandwidth consumer systems, high-performance memory applications, and high-end GPUs. It eliminates the unusually high latency problems that plagued early forms of RDRAM. Also, XDR DRAM has heavy emphasis on per-pin bandwidth, which can benefit further cost control on PCB production."

    16. Re:Better get used to it, THQ by Bram+Stolk · · Score: 5, Interesting

      I've programmed both PS3 and iPad.
      PS3 CPU is OK, the SPUs are insanely fast, however, the PS3 GPU is so incredibly slow, it is a joke.

      I don't think there was ever a PS3 game that did 1920x1080/60Hz, simply because the fill rate is not there.
      Every popular PS3 game renders at a VERY low resolution (often LOWER than 1024x720) and would scale it up to 1920x1080.
      Even then it cannot do 60Hz.

      The iPad GPU is blazingly fast, as it has a fill-rate to match the screen resolution. You can do 60Hz at native resolution on iPad, you can NEVER do that on PS3.
      The PowerVR tile based rendering has a lot to do with this.

      --
      Bram Stolk http://stolk.org/tlctc/
    17. Re:Better get used to it, THQ by aztracker1 · · Score: 3, Insightful

      I think MS, or sony would be well served by say an "XBox 360+" (Plus) architecture, that uses the same or 100% compatible CPUs perhaps slightly up-clocked, with more ram, and maybe a nice fast HDD or SSD.. if they could do this at a $100 price premium, and then offer a flag to games that they have the extra RAM to use, etc. Not a full on upgrade, but a bit more room.. maybe up the onboard cache for the CPU/GPU.

      --
      Michael J. Ryan - tracker1.info
    18. Re:Better get used to it, THQ by vux984 · · Score: 4, Insightful

      I haven't used my 360 or Wii for years, because there aren't any exclusive games out for them that really interest me.

      I've got 2 kids under 10, the Wii never goes 2 days in a row without being turned on.

      I've got a PC hooked up to the TV, steam with 100 titles, MAME, another dozen classics from GoG, and some humble bundles. Wireless xbox controller, keyboard, mouse, and joystick.

      They barely touch it in comparison.

      The 'hardcore' consoles are facing stiff competition from the PC, due to the fact that the advance of technology has somewhat levelled off and you can get a VERY competent PC inexpensively and it will last years without needing upgrades. And its fine for single player games, does the internet, and is overall a lot more flexible. Games tend to be cheaper, with free mods, etc, etc.

      But the Wii ... and WiiU... they're really in a different market entirely. My kids aren't getting a smartphone anytime soon either. They each have a 3DS. Nintendo is safe for the near future.

    19. Re:Better get used to it, THQ by AmiMoJo · · Score: 4, Interesting

      My experience of newly graduated developers is that they understand the need to keep memory usage under control. They are not as anal about it as I am (embedded dev, 8k total RAM is luxury to me) but trade it off against getting complex and robust apps developed on time. Cost/benefit ratio etc.

      I'll get off your lawn now. You are welcome on mine.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    20. Re:Better get used to it, THQ by MikeBabcock · · Score: 3, Interesting

      On the other hand, its made me enjoy the gaming on my PS3 even more because the developers who do focus on it seem to be out to prove something. Naughty Dog and Insomniac and others' offerings on the PS3 have been absolutely beautiful and sounded incredible. I dare say nothing else out there has the kind of sound track heard in Uncharted. I can understand why others prefer something else, but for someone who wants to play a dozen fantastic games and not a hundred me-too games, its a great platform.

      --
      - Michael T. Babcock (Yes, I blog)
    21. Re:Better get used to it, THQ by PhunkySchtuff · · Score: 3, Interesting

      Now I may be wrong, but I believe that WipEout HD/Fury is proper 1080p60.
      That was one of the big things that held up the game - Studio Liverpool weren't going to ship it until it was running smoothly at Full HD.

      http://www.eurogamer.net/articles/digitalfoundry-wipeout-hd-fury-interview

      From reading the interview, it seems they had to decide between 1080p and 720p with 2xMSAA and chose 1080p although it was a lot harder, they wanted to push the boundaries. They also implement a few cheats as well, things like dynamically altering the horizontal resolution (and then, I assume, scaling it up to 1920 pixels wide)

    22. Re:Better get used to it, THQ by Pinhedd · · Score: 2

      It's estimated that the original 60GB PS3 cost over $900 for Sony to produce, the 360 was not much lower.

    23. Re:Better get used to it, THQ by gl4ss · · Score: 4, Interesting

      still, the most limiting factor in xbox1 game design(even if you did use the memory smartly) was ram. not cpu, not gpu, but ram. morrowind on 64mbytes? of course it blew. ps2's 32mbyte was a joke on the day it launched - turn around 360 degrees in gta III and you'll have cars appear and disappear.

      and now the most limiting factor in ps3 and xbox360 game design is ram. 720p graphics one could live with, but lack of ram makes games tunnel runs by making game designers design games that can stream content to that limited ram from disk. this has turned a sad number of releases into something that seem like 21st century philips cdi games.

      but it's been like this for a loong time. 640kb vs. nes's ram(2kbyte? + whatever was in the cart). which pretty much made a lot of games that were on pc at that time (late 80's, beginning 90's) just downright impossible on nes. if either ps3 or xbox360 had even half a gig of memory that system would dominate(wii u has a gig for games)

      --
      world was created 5 seconds before this post as it is.
    24. Re:Better get used to it, THQ by McGuirk · · Score: 2

      Well, some of then had software that ran at boot for security (anti-piracy) reasons, but it was gone by the time the game started.

    25. Re:Better get used to it, THQ by Kjella · · Score: 3, Insightful

      So far I'd say the people that care about the storage unit is more a nuisance than a benefit, I do care if it's a 100M row fact table. But I have a guy at work that cares whether it's an int or a smallint when the table will never have more than 1000 rows - that's 4 kB for an int vs 2 kB for a smallint - and 1 kB for a tinyint as that happens too. And it creates all sorts of little fun with tools that says field X isn't compatible with field Y because I'm comparing int's to smallint's. And that total waste of time could probably pay for another 16-256GB RAM on the production server - it's after all one system that'll be running this code "for real". I've done code changes that result in a 10x-100x speed-up so it's not like it's heavily optimized either. I stick to this order for modern code, make it work, make it work well, make it work fast. Saving space on attributes is a fraction of the third priority.

      --
      Live today, because you never know what tomorrow brings
    26. Re:Better get used to it, THQ by Waccoon · · Score: 2

      Most laptops have a lot more memory than cutting edge consoles, and they have only one SODIMM slot.

      Also, don't most of the consoles use serial memory these days?

    27. Re:Better get used to it, THQ by ikaruga · · Score: 2

      Yes. Microsoft obviously wanted the best price/performance set up for them and not repeat the financial disaster the original Xbox was.They minimized RAM and made it shared along side the poor manufacturing process that caused RRoD problems, proprietary but important accessories(wifi, HDDVD, harddisks, headsets) and paid online. While the basic console was relatively cheap the complete experience was the most expensive of all the 3 consoles. I believe, adding decent amounts of RAM was never in their plans.

      Sony on the other hand wasted too much money on the development and deployment of the Cell processor. In the early days the processor alone costed as much as the wii. And then there was Blu-ray which also was crazy expensive(stand alone players were up to 50% more expensive than the PS3). I'm still not sure if that investment paid up. Considering Sony also had a lot of intellectual property on HDDVD tech and it could perfectly meet all Blu-ray advantages just by adding an extra layer. All these expensive parts forced them to cut on other important factors such as RAM and the GPU and even then they still had to sell the PS3 at a huge loss for a long period of time. At least with the Vita they got out of most of the PS3 design mindset. Reasonable CPU and GPU combo with fair amount of RAM with a nice price tag. If wasn't for the crappy marketing and proprietary storage they could have a very successful product.

    28. Re:Better get used to it, THQ by ultrasawblade · · Score: 3, Informative

      NES had built-in 2Kbytes "work RAM" and 2Kbytes VRAM (to hold "name tables"). Work RAM was directly addressable and useable by the CPU, VRAM accesses needed to "go through" the PPU and could not hold executable code or otherwise be directly accessed.

      It also had 256 bytes of OAM RAM that the PPU used to determine sprite attributes such as X position, Y position, pattern index, and other attributes. Also only indirectly accessible via PPU. Using this for any other purpose was difficult put probably possible - supposedly the contents of this RAM would fade if not refreshed - meant to be done per-frame using a PPU DMA feature.

      NES by default had 32k of ROM accessible unless external mapper chips were used, which could also provide additional RAM.

    29. Re:Better get used to it, THQ by Endymion · · Score: 4, Interesting

      WipeoutHD renders many frames at the full 1080p60, but uses a trick for "complex" areas with too much overdraw, that, at least in my opinion, is quite clever. They start rendering at full resolution, but time how long each row is taking, and if it looks like they won't reach the 1/60s deadline, they start rending the frame in half resolution in the horizontal direction only. This way, they always maintain a solid 60Hz which is important for such a dexterity-based game, and only degrade the image in the frames that need it.

      Because it maintains the framerate and the full 1080 rows, any slight blur is totally hidden. Even better: because the blur only engages on the frames with *lots* of stuff happening on the screen, it's pretty much guaranteed you will always be distracted by the crazy stuff happening to even notice any quality change.

      I really wish more games used this (or similar) tricks - just keeping the framerate consisten (at the expense of quality) really helps - you don't have those stutters that end up just drawing attention to the problem areas.

      --
      Ce n'est pas une signature automatique.
    30. Re:Better get used to it, THQ by strikethree · · Score: 2

      $25 x 70 million units = $1.75 billion

      Typical bean counter math. It could be $5 billion X 70 million units - some ridiculously huge number and and it does not matter

      How about this: the unit goes from $300 to $325. The question actually is: What is the optimal price for the optimal experience to maximize the number of units sold? It is a foregone conclusion that a suboptimal experience will reduce the total amount of units sold; therefore, the costs of making an optimal experience should only be used to determine if the added price will reduce the total number of units sold.

      Assuming the exact same profit per unit, all that matters is the number of units sold, not how much $25 per unit adds to the final build cost of billions of units. Meh. 1.75 billion dollars extra sounds like a lot. It absolutely is not.

      --
      "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
    31. Re:Better get used to it, THQ by MikeBabcock · · Score: 2

      I've heard many apocryphal things like this, mostly from back when Resistance 1 came out with 7.1 uncompressed audio output.

      I didn't mean the sound quality, incidentally (which was also excellent), I mean production and composition -- real composer, director, orchestra, recorded at Skywalker Studio ...

      --
      - Michael T. Babcock (Yes, I blog)
  2. any objective numbers? by Trepidity · · Score: 2

    Apart from the spin in either direction, is there any solid information? Some quick googling turns up wildly divergent performance rumors, ranging from "equivalent to a 1 GHz x86" to "equivalent to a 3.5 GHz x86".

    1. Re:any objective numbers? by klingens · · Score: 2

      Something that is is known http://www.anandtech.com/show/6465/nintendo-wii-u-teardown , is that the Wii U CPU is made in 45nm and has a size of 32.76mm2
      This puts it into the ballpark of the size of a current Atom CPU and the same ballpark of computing power. IBM has no magic fairy dust to do (much) better than Intel in a smaller die with worse process tech. 3.5GHz x86 is simply crazytalk.

    2. Re:any objective numbers? by Smallpond · · Score: 5, Interesting

      This site claims its a 4-core 3GHz Power7 CPU with x4 hyperthreading, plus AMD GPU. I'm having a hard time figuring out how that's a "horrible, slow" CPU unless they have a lot of code that is optimized for x86.

    3. Re:any objective numbers? by beelsebob · · Score: 3, Informative

      You realise that lower scores are better with SunSpider, right? That would make it 2 and a half times slower than the iPhone 5. Of course, a large part of that will be down to the browser.

      For reference, a 2.4Ghz Core i7 scores 252 in Safari, so it would appear to be a *lot* slower than a 3.6Ghz current x86 CPU.

    4. Re:any objective numbers? by darkain · · Score: 4, Informative

      Seriously guys, mod parent up. Every report that I've seen that seems close to "official" states a quad-core processor with some level of hyperthreading. If this is indeed true, it explains quite a bit why some say it is "horribly slow"... it is only a matter of single-thread vs multi-thread performance.

      If this is true that there is 4x hyperthreading per core, that would give 1/4th the CPU processing power to each thread, putting it at 750MHz per thread (assuming no HT Combine). This would very quickly and easily explain why things like JavaScript benchmarking would be slower, as that generally runs in a single thread within the browser.

      The software mentioned in the article is most likely not designed for multi-threading that well either, since it is designed for the PS3 (single-core PowerPC) and XBox 360 (3-core PowerPC). Their statement even suggests that the Wii U is capable of running the game just fine, if they "changed" something (which would be to make their game engine more optimized for multi-threading)

    5. Re:any objective numbers? by raftpeople · · Score: 3, Insightful

      " that would give 1/4th the CPU" - 4x multi-threading doesn't limit a single threaded workload to go at 1/4th the speed of the processor. Multi-threading just allows the processor to do useful work when that single thread would otherwise be waiting on other resources (e.g. memory), but it doesn't slow down a single thread running by itself.

    6. Re:any objective numbers? by raftpeople · · Score: 2

      But your post is referring to a single threaded situation, in which case the full power of the core is available to that thread. You get that, right? A single thread running on a 3ghz core will operate at 3ghz. It will not operate at 750mhz as you incorrectly stated in your post.

    7. Re:any objective numbers? by raftpeople · · Score: 2

      Is this a joke? You can't interleave threads if you only have 1 thread. Do you not understand that? Do you not understand the Power architecture when it comes to threading?

  3. Return of the SNES by Vegan+Pagan · · Score: 4, Interesting

    It sounds as if Nintendo's priorities when designing the Wii U's chipset in contrast to the Xbox 360 were similar to what they were when designing the SNES in contrast to the Sega Genesis: more RAM, more powerful GPU, slower CPU. Some SNES launch games either suffered slowdown and flicker (Gradius 3) or lacked a two-player modes and had fewer enemies onscreen (Final Fight) compared to similar Genesis or arcade games (Thunder Force 3 and Final Fight arcade). Most post-launch SNES games fared much better in these areas: Axelay, Space Megaforce, Turtles in Time, Final Fight 2, Smash TV. So far the Wii U is repeating the SNES's launch pains. Let's hope it repeats the payoff years!

    1. Re:Return of the SNES by Dwedit · · Score: 5, Informative

      SNES wasn't slower than Genesis. While the clock speeds in MHZ may say one thing, the 65c816 runs most instructions in fewer cycles than the 68000.

    2. Re:Return of the SNES by JimCanuck · · Score: 5, Informative


      IBM's PowerPC are similar, plenty of instructions that offer one cycle completion as the old 65C816 did. Or better, look at the z196 that IBM has developed, its capable of 5 operations per clock cycle as IBM is a fan of one core, multiple sub-processing units.

      The Cell processor used in the PS3 is one PPE "core" with 8 SPE's (processing units), one is locked from the factory, one is dedicated to the OS, and 6 are for the game itself. While the newer IBM PowerXCell 8i, at a mere 2.8Ghz, it is capable of 179.2 GFlops (SP). Because it can process 64 single precision floating point math instructions per clock cycle.

      Verses the x86 (and many others from that period such as the Z80) which is actually designed as a 3 cycle per operation machine, especially when fetching data, it took 3 clock cycles to access or write the new data. The 68C816 is 1 cycle for a read or write operation.

      More then likely its not a issue of the processor in the Wii, and more of a issue of how much time/money investment the Wii market is really worth to them to recompile a dedicated Wii capable binary.

    3. Re:Return of the SNES by SilenceBE · · Score: 4, Informative

      There is only one small problem. With the SNES is was possible to equip the cartridges with extra chips to speed up the system. With the WiiU this is virtually impossible to do.

      As part of the overall plan for the Super Nintendo Entertainment System, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console. Rather than require a console upgrade, these enhancement chips were included inside the plug-in game cartridges.

      http://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips

    4. Re:Return of the SNES by grumbel · · Score: 2

      SNES wasn't slower than Genesis.

      How come then that the Genesis could do 3D games like F15: Strike Eagle II, while the SNES had to wait for the arrival of the SuperFX chip to do that kind of graphics? Games like Out of this World also looked much better on the Genesis, while the SNES could barely handle them.

  4. Re:also 1GB ram for the OS by preaction · · Score: 2

    Because using a hard drive as memory is about as fast as chisling cuneiform into rock. Swapping 1Gb would be absolutely unacceptable.

  5. they just don't care anymore by Vince6791 · · Score: 2

    Such bitching and whining from developers. No wonder some games look and play like crap these days on both pc and console from 3rd party some just don't care anymore. Look at the 80's and early 90's and why they had to work with and they pulled it off, now, a lot of dev's cry because their shitty unoptimized bloated engine that barely runs on an nvidia 300+ cuda cores or ati radeon 2000 streaming processors on the pc can't run on the wii u. Even today with all these processor streams and cuda cores the only thing these dev's could do is run games that don't even come close to realism at 60 fps@1080p.

  6. In Other Words by medv4380 · · Score: 2

    They don't know how to code for the newer chip designs. Nvidia and AMD are already looking at or arguing for lowering chip cycles and increasing cpu cores. The Wii U almost certainly utilizes eDram to simplify multicore programming and give you increased performance if you use it correctly. If you can't code for this newer design but everyone else ether does or knows they will have to then learn then get out of the market while you can.

    1. Re:In Other Words by Luckyo · · Score: 4, Insightful

      They are arguing for it because they are both completely failing to compete on performance per core with intel, while they beat intel's GPU offerings with their own.

      You essentially have someone who owns a fleet of mopeds arguing that fleet of mopeds is a better way of transporting goods from harbor to the stores. In some cases, they may be right. In many others, they will be wrong. Arguing this as a universal truth is disinformation, and actually believing in these arguments is ignorance of the subject at hand.

    2. Re:In Other Words by TechyImmigrant · · Score: 2

      Parent of an 11 year old here.

      Steam on a PC gets me what I want. My Wii is relegated to the 11 year old's bedroom.

      So here's how my purchasing landscape looks:

      Xbox : Don't need it. My PC is fine.
      PS3: Don't need it. My PC is fine
      WiiU: It's an option to replace the Wii lost to offspring's bedroom.

      DS : The offspring already has one.
      PSVita: Already got one. If I didn't have one I'd get one. No handheld comes close to a Vita.

      Tablet: Where's the joystick? Where are the good games?

      I suspect many adult gamers with children are in the same position. The details of microprocessors are irrelevant to me, even though I design them for a living.

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
  7. Re:What does it matter? by JavaBear · · Score: 2

    Well, when doing cross platform, you sometimes have to code for the lowest common denominator

  8. Re:What does it matter? by partyguerrilla · · Score: 3, Insightful

    Which is why PC gaming is force-fed shitty console ports that look and play like ass with mouse and keyboard. Good thing console sales have been on the decline every month this year, hopefully console gaming will die and we'll get decent PC games again.

  9. Re:What does it matter? by negRo_slim · · Score: 3, Funny

    Your hyperbole is as tired and rehashed as the blowjibbers your mother hands out like candy behind the local corner store. First and foremost we live in a glorious capitalistic society which we recently honored on Friday leaving no doubt as to our consumptional mores. Therefore it seems disingenuous to me that it is the existence of the console platform is what shackles you to your shitty ports, you and your PC gaming brethren could no doubt vote with your wallets? Or perhaps it just isn't as big a deal as your vitriol fueled post here would lead us to believe? Or perhaps the PC gaming market just isn't that valuable to those that create mainstream games.... Hmmmm. Of course I wouldn't expect a person like you to look at the world in anything other than the immediate, let alone over the course of decades where you would see console sales always slipping this far into a life cycle. But who knows? Hopefully I'm wrong and you can get back to that glorious rose-tinted yesteryear of Grus and ASCII graphics. That is the hey-day you'r referring to isn't it? Or is the glorious era of FMV? Or isometric pseudo-3d? Obviously it doesn't matter as any era of PC gaming was glorious and absolutely head and shoulders above our current console induced catastrophe of gaming we now weather. That fee bro.

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    On the Oregon Cost born and raised, On the beach is where I spent most of my days
  10. So, what you're saying... by Man+On+Pink+Corner · · Score: 4, Funny

    ... is that this time, it's three GameCubes duct-taped together?

  11. What's that got to do with anything? by Sycraft-fu · · Score: 2

    My phone has a 4 core CPU, so does my desktop. However just one core of my desktop destroys my phone performance wise. A quad core processor doesn't mean performance, it means that to get the max performance it is capable of, you have to have a minimum of 4 threads that all work concurrently to their full capacity.

    I can build you a slow quad core CPU.

    Also you misunderstand how hyperthreading works. It doesn't only give X% of the CPU to a given process. It simply allows for more threads in hardware, and thus less context switching (which is expensive). My desktop CPU is hyperthreaded, however a single thread can use 100% of one core no problem. If I load two threads, both demanding as much time as they can get, on one core each gets 50% of the core.

    That aside, MOAR THREADS!!111 isn't always the way to go. With games, there is only so much you can divide tasks down and still have the threads working efficiently. Not all problems are infinitely divisible.

  12. Re:Damage control by THQ... by Jafafa+Hots · · Score: 4, Insightful

    PepsiCo is hugely profitable and really doesn't need to "win the long term war" against Coca-Cola.

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    This space available.
  13. Re:What does it matter? by Lanteran · · Score: 2

    Good thing console sales have been on the decline every month this year, hopefully console gaming will die and we'll get decent PC games again.

    Uh, it's much more likely that it's because the current generation's achieving market saturation than because console gaming is dying.

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    "People don't want to learn linux" hasn't been a valid excuse since '03.
  14. Re:Very CPU Intensive? Blame your own staff by JustNiz · · Score: 2

    Offloading stuff to the GPU isn't the panacea you think it is. They fill a niche by solving problems that are inherently massively parallel i.e. the next computation doesn't have a dependency on the results of the previous computation. By making their architecture very specific GPUs can eliminate inefficiencies that a general purpose unit such as a conventional CPU would face to do the same task. The cost is that they are a one trick pony, no good at doing anything else.
    GPUs are truly great at doing what they do, but the areas where that they can do better than a CPU all lie in that very limited problem space. Some more general examples of compute-intensive game-related tasks that offloading to the GPU fails badly would be NPC AI, level loading, etc

  15. Re:Get the facts straight :P by amorsen · · Score: 2

    Stop pretending the Wii U has anything to do with POWER7. It doesn't. The console would melt instantly if it did, and it would cost 10 times as much.

    The Wii U has a PowerPC-based CPU, just like the XBox 360 and the Playstation 3. Later generation than those two admittedly, but apparently a design with comparably few transistors. CPU design has not progressed enough in 6 years to offset a significant loss of transistors.

    The Wii was underpowered at the time it launched, but the Wii U appears to be even further behind.

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