wasn't that 176G/s bandwidth basically made up here on GAF a few days ago after someone suggested the 192G/s is an old figure or something? this article sounds fishy imo
I'm guessing they'd have the BC flash drive they patented. Pretty good solution though. I think the 1 SKU they'd sell won't have the BC and the BC Flash drive will be optional.
Maybe OpenGLES 3.0Directx 11.1?
Radeon HD 7850 has 64 texture units, Orbis has 18. And what is this news of 8 ROPs?
What happened?
Fixed.Djoking?
Wii U: Yamcha
Orbis: Krillin
Durango: Chiaotzu
One SKU? Thank you.
OT but who is this dude?
Say what you will about Move; failure, useless, 'fuck move', etc lol. It isn't waggle though.Oh boy, so waggle as standard?
wasn't that 176G/s bandwidth basically made up here on GAF a few days ago after someone suggested the 192G/s is an old figure or something? this article sounds fishy imo
THIS
Assuming they are accounting for bad yields. Produce a chip with 18CUs assuming at least 14 are good.What does "Hardware balanced at 14 CUs" mean, when there's 18 CU's in the GPU?
Thats about a $400 machine.
so its basically identical to durango? only different being ram set up, of which both have advantages and disadvantages
Oh boy, so waggle as standard?
Guys, a GCN 'render backend' has 4 ROPs.
8 render backends * 4 ROPs = 32 ROPs.
The 7950 has 8 'render backends' also, for example.
Assuming they are accounting for bad yields. Produce a chip with 18CUs assuming at least 14 are good.
I hope we don't get something like the PS3 demo. That was underwhelming....
8gb of ram that fast would be ridiculous :/Everything looks really nice... except I was expecting 8GB of RAM.
Assuming they are accounting for bad yields. Produce a chip with 18CUs assuming at least 14 are good.
Assuming they are accounting for bad yields. Produce a chip with 18CUs assuming at least 14 are good.
I'm guessing they'd have the BC flash drive they patented. Pretty good solution though. I think the 1 SKU they'd sell won't have the BC and the BC Flash drive will be optional.
Memory:
4 GB unified system memory, 176 GB/s
3.5 available to games (estimate)
hmm, are you sure? lol.Guys, a GCN 'render backend' has 4 ROPs.
8 render backends * 4 ROPs = 32 ROPs.
The 7950 has 8 'render backends' also, for example.
Guys, a GCN 'render backend' has 4 ROPs.
8 render backends * 4 ROPs = 32 ROPs.
The 7950 has 8 'render backends' also, for example.
Great I like Yamcha and if Krillin is cheap enough, I'll be sure to get one.
Guys, a GCN 'render backend' has 4 ROPs.
8 render backends * 4 ROPs = 32 ROPs.
The 7950 has 8 'render backends' also, for example.
That "balanced for 14 CUs" sounds mighty suspicious. Maybe that's why some people claimed that "it's a wash" between Durante and Orbis? What does "balanced for 14 CUS" mean?
Compliant features. I will quote this from Microsoft's Dev Center site:Directx 11.1?
Source: http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspxThe following functionality has been added in Direct3D 11.1, which is included with Windows 8, Windows RT, and Windows Server 2012.
- Shader tracing and compiler enhancements
- Direct3D device sharing
- Check support of new Direct3D 11.1 features and formats
- Use HLSL minimum precision
- Specify user clip planes in HLSL on feature level 9 and higher
- Create larger constant buffers than a shader can access
- Use logical operations in a render target
- Force the sample count to create a rasterizer state
- Process video resources with shaders
- Extended support for shared Texture2D resources
- Change subresources with new copy options
- Discard resources and resource views
- Support a larger number of UAVs
- Bind a subrange of a constant buffer to a shader
- Retrieve the subrange of a constant buffer that is bound to a shader
- Clear all or part of a resource view
- Map SRVs of dynamic buffers with NO_OVERWRITE
- Use UAVs at every pipeline stage
- Extended support for WARP devices
- Use Direct3D in Session 0 processes
So can anyone compare this to the Wii U using Dragon Ball Z power levels?