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4.5M Wii sold in 3 months... what's up with the real games, N? - Page 2

post #31 of 71
Quote:
Originally Posted by WizarDru View Post

We're three months out from launch. Many developers are only just now turning to the Wii due to its success. Take a look at a game like Dewey's Adventure if you want to see what's coming. The really graphically impressive games take TIME...and we haven't had enough of that, yet.

Exactly.

Yes, we are in a bit of a drought right now, but the console IS still pretty new. Don't unfortunately expect much more than some ports and some games that simply show off the controller for most of this year. Yes, we could see another Gamecube-like life for the Wii if Nintendo doesn't push third-parties. On the other hand though, there is a good chance that at the next trade show (think the new E3 maybe?) we could see that killer line up that will make the purchase worth it and give us the real gems from third parties. Yes, right now, the lineup sucks outside of Super Paper Mario for the immediate future, but there really wasn't too many other possible outcomes.

Oh, and the lack of online support IS inexcusable. Anything otherwise is just ridiculous in this day in age.
post #32 of 71
Quote:
Originally Posted by Mr. Wonderful View Post

Don't unfortunately expect much more than some ports and some games that simply show off the controller for most of this year.

QFT. The branching point will probably be NEXT year; that's when we'll discover if the Wii is like the DS or the GC. The DS had a terrible start, with games like Pac-Pix and Mario 64 just to tide us over. The Wii had a much stronger lineup, though...and I think Nintendo is spacing out the big releases so they can have some serious punch. It must be noted that nothing succeeds like success. One reason the GC lost so badly was that no one owned a GC to begin with, but everyone bought a PS/2. Once enough people have the console, it's installed base will bring developers by itself. And on that score, the Wii is doing well.

Quote:
Originally Posted by Mr. Wonderful View Post

Oh, and the lack of online support IS inexcusable. Anything otherwise is just ridiculous in this day in age.

Seconded. This 'friend code' nonsense is just pathetic. I don't expect Xbox-Live...but Nintendo has to stop treating the Internet like some disease that it's afraid to catch from some online toilet seat. Metroid Prime 3 is clearly being delayed for online code additions...they'd better make it count. MS is quickly moving into the casual space with stuff like Catan and Carcassone (which I eagerly await)....why isn't Ninty already there? And MULTIPLE friend-codes, one for each game? NFW. That's beyond the pale, guys. Don't cripple the Wii in the same unusable fashion as the DS. PLEASE.
post #33 of 71
Am I unhappy with my purchase? No way, especially since I got $70 for my Gamecube that I bought in 2001-2.
I love the VC ability even though the big N has found a way to screw it up.
But I'm still let down that a console released in 2006 has 5 year old tech in it.
I don't expect Xbox 360/PS3 ability but something at least as powerful as the Xbox 1.
There isn't a single game released that couldn't be "run" on a Gamecube, and their major launch title, Zelda, proves it.
It wouldn't have killed them to increase texture details, add some 720p capabilty, and optical audo.

Now, I saw some video of Super Mario Galaxy that truely looks close to next gen, but the Metroid looks the same to me.
Hopefully things will get better but I'll just be happy to finish those Gamecube games I bailed out of.
post #34 of 71
Thread Starter 
Quote:
Originally Posted by naschbac View Post

The PowerPC 750 lineage of CPU's still relies ENTIRELY on the PPC60x bus protocol and signaling specification. The boost in performance seen by the 750 compared to the 604 series, despite the 604 being a more formidable design, was due almost entirely to the implementation of L2 cache that resided off the 60x bus rather than on it like every other previous design. As you may be aware this was called "backside" cache.

Despite the differences in the 60x series and 750 series CPU's they both used the same bus interface.

First, you sound like the 750 aka G3 wasn't a greatly improved CPU over the old 6xxx - and that was the base of Gekko, the old GC CPU.
Current one is a .09 micron SoI chip, most likely some slightly modified version - ie cache size etc - of the PowerPC 750CL, the latest, most energy-efficient iteration of 750GX, announced by IBM last October.

Quote:


With respect to the "die size" of both the CPU and GPU in the Wii. The only reports I can find peg the Wii's die at just under half the size of the die for the GameCube's Gekko CPU. Those being 18.9 mm² and 43 mm² respectively. Which makes complete sense considering the fab process dropped to 90nm from 180nm.

Errr how so? If it'd scale linear - as it isn't due to higher leaking at lower process - it should be quarter of it, shouldn't be?

Besides I just found an EXCELLENT summary of the rumors here - you might wanna read it, digest it then come back to edit your comments.

Quote:


I've read it, and the last question is really the only one that talks about the hardware, and all he does is wax dissappointment that current titles for the Wii aren't doing what was already solved and possible using the GameCube. Specifically he sites one of their studio's own franchises, and I have to ultimately agree with him.

However it says NOTHING at all about the Wii having some phenomenally improved system bandwidth.

Errr c'mon, it's not rocket science...

1. how could be "insane fillrate" possible without memory improvement?
2. the "GDDR3" title alone makes it quite obvious it's a vastly improved memory architecture.

Besides this you have the crazy fast 1T memory etc.

Quote:


As I said before. I've not found anything that indicates that the Wii has abandoned the 60x bus interface it would have rightly inherited from the GameCube.

Which, let me remind you doesn't prove or disprove anything, as we mostly talk about graphics, not system memory (let alone your apparent lack of ability to find most of the information I'm citing here ).

Quote:


You are grossly misunderstanding the role that AGEIA is playing here. In addition to their PC-based accelerator they also make a software SDK with several branches to provide a common API for developing physics in applications. Essentially the same kind of thing as HAVOC, only they're using it as a point of leverage to get developers to write for their SDK so that when/if they deploy on Windows they'll get the benefit of taking advantage of a possibly present PhysX acceleration card.

In that vein AGEIA does some work in their SDK to try and leverage the resources of the system its running on. Like utilizing spare SPE's on the Playstation 3.

To that end it is entirely possible that AGEIA's SDK for the Wii leverages the GPU in some manner for helping with some physics code. This would be no different than the same methods both ATI and nVidia are pursuing of the same avenue with their standard GPU lines as each generation becomes more programmable.

Doing this however does limit the available resources for actual graphics processing for obvious reasons.

Posting your personal opinion as a fact can make you look silly when some facts, unknown to you, will show up and turn your well-thought opinion upside down - I have a feeling you probably missed this interview as well.
Since you also missed the "insane fillrate" part in my earlier link, this time I'll quote the relevant part here:

Quote:


IGN: Is the hardware as easy to use on the Wii as it was with the GameCube? The two systems are very similar is structure we're told.

Konami: Yes, the structure is very similar to GameCube, but you already knew that. The development was not that difficult, as the Wii system has built in physics simulation. That helped the process.

FYI: I assumed it's quite obvious AGEIA did not supply the hardware (physically), only some IP.

Quote:


Both Bluetooth and WiFi take CPU resources to manage. Neither of them are smart interfaces like a SCSI, Firewire, or SATA host controller which truly offer a series of "fire-and-forget" operations. Both still require a fair amount of control and oversight by processes that run on the CPU... even if they are at the kernel level.

The information coming off the Wiimote is entirely different than a signal generated by a hard-wired digital controller. Resolving how to manage the data describing changes in acceleration and spatial orientation are more intensive than simply receiving the interrupt that "the A button was pressed, do -> this."

I can't see anything that disproves my argument on this - see my driver notes.

Quote:


First, where did you get that the Wii runs Linux? Kiyoshi Saruwatari's blog post was admitted to be a prank of some sort.

While that's true, I think it's pretty safe to say that N did not evolve into some kind of MS or Apple or DEC and did not develop their own kernel, drivers everything from ground up but simply took some available kernel base and put some stripped-down system with GUI on it.
Add into this the fact that N wanted to create the most energy saving yet the cheapest configuration, so you can throw out any NT-family kernel and all the expensive kernels - what you've left are the open source *nixes, including the most widely supported, flexible linux, perhaps some BSD variant.
Again, while I don't have a statement from N to link but based on pure logic I believe Wii OS is based on a very stripped version of one of these kernels, most likely some kind of linux.

Quote:


Secondly, everything you listed is more than what the GameCube was running. While both are minimalist compared to what either you or I are typing these posts on, the Wii OS is observably more robust, and thus resource hungry, than the GameCube OS.

Yes and GC was running on G3 paired with a pretty limited hardware, was never thought to be an internet machine etc - simply not a match to Wii.

Quote:


Other than specious speculation, inferring information from empty developer comments, and misunderstanding how a software SDK translates into "physics acceleration" I'm seriously failing to find your insurmountable proof.

Other than pointing out the misunderstood role of the CPU "bus topology", the difference between physics IP, providing apparently fresh information on the existence of built-in physics simulation, linking explanation about the missed/miscalculated point behind the die dimensions, let alone the importance of graphics memory architecture, I can't really make any further comment...
post #35 of 71
Thread Starter 
Quote:
Originally Posted by WizarDru View Post

I'm not sure which devs you're referring to, but the Factor Five dev doesn't discuss anything other than what I already mentioned: that few devs actually tapped the GC's power, let alone the Wii. We have quite a few devs and even Nintendo being quite specific that the Wii is NOT a powerhouse, nor was it intended to be. Merely that it is more capable than many think...because the GC was more capable than many think.

My point was he openly states Wii is way more powerful than GC was - and it comes from one of the very few people who actually 'tapped GC's real performance.

Quote:


Do you mean 'forgetting' here? And no, I'm not forgetting them. That was my point, in fact.
Note that the games you list, all of them are from Nintendo or from a (at that time) exclusive second-party developer. Capcom was the first non-Nintendo developer to really push the GC hard and show what it could do. That they were the exceptions that proved the rule is exactly my point. For every game like this, you had a lot of games that were simply ports of the PS2 code and art, often with the resulting weaker textures and low-polygon count models.

I'm not sure you really understood what I said, there. I'm not pointing out where the franchises originated from, I'm discussing where the actual GAMES, the underlying code and assets, originated from. Of those you just listed, two of them are NOT native to the Wii. NFS Carbon, for example, was not made exclusively for the Wii...it was adapted to it. Call of Duty, however, is a much better use of existing assets...but it isn't visually impressive at all. Look at the majority of Ubisoft games other than the two you just listed, and you'll see sloppy, rushed ports of existing games. This is why so many GC games were poorly received....they were cheap attempts to re-use existing code and art assets without really improving the software or upgrading the graphics for the more powerful-GC. Note how few third-party games for the GC supported 480p, while over 90% of Nintendo's first-party games did. From 2001 on. This is understandable, since the PS2 outsold the GC by a factor of 6 to 1, but it became a vicious cycle.

Yes, I know. I bought it when it first came out...back when it was a GC-exclusive. That was my point: the PS/2 version COULD NOT HANDLE the demands of RE4 as written, and thus needed to be 'dumbed-down' with fewer polygons, fewer characters, less terrain and so forth. I think we both agree the GC was capable of some amazing stuff. I just disagree that the Wii will be proportionately more powerful. It is arithmetically more sophisticated, not geometrically. The difference between the Wii and GC is not on the same scale as the other two next-gen consoles and their predecessors.

Long story short: my point was that most of the best-received Wii games are exclusive ones or multiplatform ones but certainly not PS2-originated ports.

BTW as I already ephasized multiple times I don't expect giant leap - but I do expect proper AA, normal maps, nice textures, neat effects in games. I believe everything is given to achieve these on Wii in SD.

Quote:


Some people do play Gears of War in SD, too. It sounds like what you're really asking for is more titles that have the benefits of long development times...something that's not going to happen until there have BEEN long periods of time to develop in the first place.

Correct.

Quote:


Zelda:TP took four years to make (or more likely Three+One for the Wii). Metroid 3 is still delayed as they improve it, assume two years of development. Super Mario Galaxy? Two years (possibly three at this rate). SSMB? Two years.

We're three months out from launch. Many developers are only just now turning to the Wii due to its success. Take a look at a game like Dewey's Adventure if you want to see what's coming. The really graphically impressive games take TIME...and we haven't had enough of that, yet.

So you're saying it's too early? I hope you're right - OTOH studios got their final Wii SDK almost a year ago... though it's possible we need to wait more but I would like to raise the pressure anyway.

PS: I hope you're wrong about Dewey's Adventure - it's more like somebody at Konami was on a serious acid trip for days and they've recorded his visions than any kind of game.
post #36 of 71
How are people saying there is a drought of games? Within the next month there is SSX, tiger woods, marip party, a sonic game, NBA live, etc.
post #37 of 71
Quote:
Originally Posted by T2k View Post

While that's true, I think it's pretty safe to say that N did not evolve into some kind of MS or Apple or DEC and did not develop their own kernel, drivers everything from ground up but simply took some available kernel base and put some stripped-down system with GUI on it.
Add into this the fact that N wanted to create the most energy saving yet the cheapest configuration, so you can throw out any NT-family kernel and all the expensive kernels - what you've left are the open source *nixes, including the most widely supported, flexible linux, perhaps some BSD variant.
Again, while I don't have a statement from N to link but based on pure logic I believe Wii OS is based on a very stripped version of one of these kernels, most likely some kind of linux.


Hasn't someone run something like nmap against their Wii yet? That should tell you what tcp/ip stack is used, and be a pretty good guess at the OS, right? Or am I way off base?
post #38 of 71
Quote:
Originally Posted by T2k View Post

My point was he openly states Wii is way more powerful than GC was - and it comes from one of the very few people who actually 'tapped GC's real performance.

He doesn't state that. I'm not really sure where you're getting that interpertation from. What he does say is "Well, obviously we would have an extremely powerful engine on it with our work on Rebel Strike, but for right now we certainly haven't planned anything for the Wii outside of some third parties who have approached us about licensing DivX and MusyX, which would be a no-brainer for us."

He also says: "They all have finally figured out, five years into the hardware's life cycle, how to do at least basic shaders and a rim light, but that's what everybody does. But I still don't see enough bump and normal-mapping, if any. I still don't see enough post effects, although you would have insane fill-rates with Wii."

In other words, their engine from FOUR YEARS AGO would run very well on the Wii, which is an upgraded Gamecube. Because Factor 5 released two games that have rarely been matched graphically on that platform. Note how he mentions that the hardware is FIVE YEARS INTO IT'S LIFECYCLE. He's essentially calling the Wii a Gamecube right there.

He's saying the exact OPPOSITE of what you think he's saying. The only statement where he sounds like he's saying the Wii is superior is his comment on post-effects, but it's not clear exactly what 'insane' means...does he mean insanely slow or insanely fast? It's not clear....but the rest of the statement is pretty unabmiguous. He's calling the Wii an upgraded Gamecube and lament that most developers haven't tapped the power that's already there, not that the Wii is a huge (as opposed to incremental) leap forward.

Quote:
Originally Posted by T2k View Post

So you're saying it's too early? I hope you're right - OTOH studios got their final Wii SDK almost a year ago... though it's possible we need to wait more but I would like to raise the pressure anyway.

No, they got their PRODUCTION SDKs. They were, by no means, the final SDKs. Ask Ubisoft and EA about Nintendo's network code, for example. You can be sure that the current batch are being developed with more online capabilities than just being able to send Elebits screenshots to other friend's Wii. Rayman's single failure is that Nintendo wouldn't give them any networking code to have an actual leaderboard. You can be sure the Xbox 360 version will have one.
post #39 of 71
People are getting annoying. The Wii is fun, the Wii is different, Nintendo makes good first party games. Who cares about the specs. People arguing about it will not change the specs or make Nintendo change them. If you want mario and zelda games and a new way of playing you have no choice. Go buy a gamecube and see if you can use this controller on it.
post #40 of 71
:Note, I read a lot of this thread but not all of it. I apologize if I repeat someone else's sentiment:

I'm looking forward to that there Sonic game myself. It'll easily be my next purchase.

But I think that (as with ALL consoles) we will know more in a year. The key here is for N to secure third party support. Something I think that they can easily do with their sales numbers, alone. Coupled with low production costs (compared to the other consoles) and we could be swimming in them by this time next year.

Here's to hoping.
post #41 of 71
Quote:
Originally Posted by BASHERS33 View Post

People are getting annoying. The Wii is fun, the Wii is different, Nintendo makes good first party games. Who cares about the specs. People arguing about it will not change the specs or make Nintendo change them.

True enough, but why do you care if people want to argue about it? If you're getting tired of reading the arguments, then ..... don't! Otherwise, let the tech-heads have their fun. I'm actually enjoying the arguments, although much of it is over my head.

-Dan
post #42 of 71
Quote:
Originally Posted by T2k View Post

First, you sound like the 750 aka G3 wasn't a greatly improved CPU over the old 6xxx - and that was the base of Gekko, the old GC CPU.
Current one is a .09 micron SoI chip, most likely some slightly modified version - ie cache size etc - of the PowerPC 750CL, the latest, most energy-efficient iteration of 750GX, announced by IBM last October.

The 750 was actually a less capable microarchitecture than the 604e. What it offered was a L2 cache interface that hung right off the CPU. It was built as an improvement on the 603 microarchitecture. The 604 series had more capable FPU resources capable of performing double precision FP ops in a single cycle. The 604e also had better branch prediction.

The 750 was faster due to a better L2 cache scheme, and an ability to ramp clock speeds higher. It was a less capable CPU in design, and oddly enough... BY DESIGN.

I used to have to intimately know this stuff... for a living.

Quote:
Originally Posted by T2k View Post

1. how could be "insane fillrate" possible without memory improvement?
2. the "GDDR3" title alone makes it quite obvious it's a vastly improved memory architecture.

Besides this you have the crazy fast 1T memory etc.

Which, let me remind you doesn't prove or disprove anything, as we mostly talk about graphics, not system memory (let alone your apparent lack of ability to find most of the information I'm citing here ).

If the Broadway CPU is still relying on the 60x bus, like EVERY SINGLE PowerPC 750 derivative CPU does that IBM produces... then it's still a bottleneck. All I did was point out the likelihood that this is the case based on the GameCube and everything everyone knows about every 750-class CPU ever produced.

To which you rebutted that the 750 never used the 60x bus interface.

I have no idea what's taking up space on the Broadway die. L2 cache, maybe a more robust VMX implementation, more branch prediction logic, maybe a wider interface to memory or peripheral IO. Who knows? I don't. You don't. Devs do, and not a one of them has played the Wii out to be anything more than a moderately improved GameCube.

If I had to bet my house on what's on that die I'd say most of it is being taken up by a cache increase, as it almost certainly isn't an extra CPU core.

Quote:
Originally Posted by T2k View Post

Posting your personal opinion as a fact can make you look silly when some facts, unknown to you, will show up and turn your well-thought opinion upside down - I have a feeling you probably missed this interview as well.
Since you also missed the "insane fillrate" part in my earlier link, this time I'll quote the relevant part here:

FYI: I assumed it's quite obvious AGEIA did not supply the hardware (physically), only some IP.

You made the blanket claim that AGEIA was providing physics acceleration for the Wii. Not a single thing indicates this. The only indication that AGEIA has any presence regarding the Wii at all is that their PhysX SDK is suitable for physics routine development for code deployable on the Wii.

Quote:
Originally Posted by T2k View Post

While that's true, I think it's pretty safe to say that N did not evolve into some kind of MS or Apple or DEC and did not develop their own kernel, drivers everything from ground up but simply took some available kernel base and put some stripped-down system with GUI on it.
Add into this the fact that N wanted to create the most energy saving yet the cheapest configuration, so you can throw out any NT-family kernel and all the expensive kernels - what you've left are the open source *nixes, including the most widely supported, flexible linux, perhaps some BSD variant.
Again, while I don't have a statement from N to link but based on pure logic I believe Wii OS is based on a very stripped version of one of these kernels, most likely some kind of linux.

Most-likely is not what you said. Moreover, not that it matters, the NT-embedded kernels are quite robust, and have a small efficient footprint.

For all we know Nintendo did role their own OS. Maybe they used Linux, maybe they used BSD, maybe they used Symbian, or Palm, or threw down a little action on some L4 or Mach based platform.

We have no idea. What we can observe is that... the Wii OS does more than the GameCube OS. This comes at computational cost. As a result some of the added performance of the Wii hardware is going to be eaten by OS features the GameCube didn't have to contend with.

Additionally CPU cycles will be eaten by the WiFi and Bluetooth stacks. CPU cycles will be eaten by having to read in the steady stream of accelerometer and positional data that pours in over that Bluetooth connection.

There's a lot more computationally intensive "general operation" going on than the GameCube ever had to contend with.

On the GameCube the controller causes an interrupt. The interrupt propagates up the system. A callback manages what to do once the interrupt is received. It's a very fast, very simple, and very direct process.

The Wii has to do all that, and it has to read in a steady stream of values brimming off the gyro and accelerometers. Then the developer has to filter and trap the ones they care about, and then depending on the complexity or motion dependencies of the action performed may have additional calculations to perform for relations between the data coming off the wiimote, and then you get to throw the nunchuck into the mix as well all the while spewing out more of the same that the Wii has to process.

My whole point was that while the Wii has some incremental improvements in hardware capabilities. There are plenty of places for at least some of that to be soaked up by basic operation of the Wii system.
post #43 of 71
Maybe they're to busy trying to meet the DS demand.
post #44 of 71
Quote:


why do you care if people want to argue about it? If you're getting tired of reading the arguments, then ..... don't! Otherwise, let the tech-heads have their fun.

I don't mind it (started skipping the posts after they got to be so frickin' long), but what I do mind is a lot of threads on other topics devolving into a discussion of the tech in the Wii. There ought to be a sticky called "The one and only "is the Wii a Gamecube" thread".
post #45 of 71
Quote:
Originally Posted by joekun View Post

I don't mind it (started skipping the posts after they got to be so frickin' long), but what I do mind is a lot of threads on other topics devolving into a discussion of the tech in the Wii. There ought to be a sticky called "The one and only "is the Wii a Gamecube" thread".

Great idea! Probably no chance of that, but still...

-Dan
post #46 of 71
Thread Starter 
Quote:
Originally Posted by naschbac View Post

The 750 was actually a less capable microarchitecture than the 604e. What it offered was a L2 cache interface that hung right off the CPU. It was built as an improvement on the 603 microarchitecture. The 604 series had more capable FPU resources capable of performing double precision FP ops in a single cycle. The 604e also had better branch prediction.


Quote:


"The 750 improves on this scheme in a very clever way. Instead of storing only the target addresses of recently taken branches in a BTB, the 750's 64-entry branch target instruction cache (BTIC) stores the instruction that's located at the branch's target address. When the 750's branch prediction unit examines the 512-entry BHT and decides to speculatively take a branch, it doesn't have to go code storage to fetch the first instruction from that branch's target address. Instead, the BPU loads the branch's target instruction directly from the BTIC into the instruction queue, which means that the processor doesn't have to wait around for the fetch logic to go out and fetch the target instruction from code storage. This scheme saves valuable cycles, and it helps keep performance-killing bubbles out of the 750's pipeline."

Quote:


The 750 was faster due to a better L2 cache scheme, and an ability to ramp clock speeds higher. It was a less capable CPU in design, and oddly enough... BY DESIGN.

Quote:


You would think that the 750's smaller reservation stations and shorter ROB would put it at a disadvantage with respect to the 604, which has a larger instruction window. But the 750's pipeline is shorter than that of the 604, so it needs fewer buffers to track fewer in-flight instructions. Even more importantly, though, the 750 has one very clever trick up its sleeve that it uses to keep its pipeline full.


Without firther explanation read the rest here to avoid further misunderstadings of the 750.


Quote:


I used to have to intimately know this stuff... for a living.

I never wanted to be directly involved in chip design for a living but being responsible for all technology decisions at every company I worked for in the last decade it was not only fun but a necessity for me to be up-to-date...

Quote:


If the Broadway CPU is still relying on the 60x bus, like EVERY SINGLE PowerPC 750 derivative CPU does that IBM produces... then it's still a bottleneck. All I did was point out the likelihood that this is the case based on the GameCube and everything everyone knows about every 750-class CPU ever produced.

To which you rebutted that the 750 never used the 60x bus interface.

Quote me, please.
I said Broadway is a modified 750, most likely based on the 750CL and 750 is a vastly improved CPU design over the 6xx-series.

Quote:


I have no idea what's taking up space on the Broadway die. L2 cache, maybe a more robust VMX implementation, more branch prediction logic, maybe a wider interface to memory or peripheral IO. Who knows? I don't. You don't. Devs do, and not a one of them has played the Wii out to be anything more than a moderately improved GameCube.

We both know they have to be very careful to not to say anything. OTOH I've linked interviews where they did say Wii is much better than GameCube - the only question is how much of this 'betterness' should be credited to the new CPU.
I agree it's probably not too much but 730MHz CPU should be more than enough for SD-only gaming if paired with a capable GPU anyway.

Quote:


If I had to bet my house on what's on that die I'd say most of it is being taken up by a cache increase, as it almost certainly isn't an extra CPU core.

Agreed, it's certainly not a second core.

Quote:


You made the blanket claim that AGEIA was providing physics acceleration for the Wii. Not a single thing indicates this. The only indication that AGEIA has any presence regarding the Wii at all is that their PhysX SDK is suitable for physics routine development for code deployable on the Wii.

Which led me to my opinion that AGEIA could help out N with some IP because Wii indeed has onboard physics acceleration.

Quote:


Most-likely is not what you said. Moreover, not that it matters, the NT-embedded kernels are quite robust, and have a small efficient footprint.

Ehh what? Compared to embedded *nix kernels? You gotta be kidding there...

Quote:


For all we know Nintendo did role their own OS. Maybe they used Linux, maybe they used BSD, maybe they used Symbian, or Palm, or threw down a little action on some L4 or Mach based platform.

We have no idea.

Apart from the fact that most of the mentioned platforms does not have the required graphical flexibility (Symbian) or already dead (Palm, L4) or slower than most *nixes (Mach, NT) I think you're missing the main logic here.

We know that N wanted a very power ergo resource-efficient operation.
We also know that N wanted very cheap entry price with profit from the beginning -> low hw-sw cost, spending most of its investment on the most important part, the newly invented control system.

All these things lead me to the most logical conclusion: they use some fast, lightweight, freely available yet flexible enough for modifications kernel. I
'd say linux or BSD but there are other *nix flavors , I agree - that's all I'm saying as my guess.

Quote:


What we can observe is that... the Wii OS does more than the GameCube OS. This comes at computational cost. As a result some of the added performance of the Wii hardware is going to be eaten by OS features the GameCube didn't have to contend with.

Additionally CPU cycles will be eaten by the WiFi and Bluetooth stacks. CPU cycles will be eaten by having to read in the steady stream of accelerometer and positional data that pours in over that Bluetooth connection.

There's a lot more computationally intensive "general operation" going on than the GameCube ever had to contend with.

On the GameCube the controller causes an interrupt. The interrupt propagates up the system. A callback manages what to do once the interrupt is received. It's a very fast, very simple, and very direct process.

The Wii has to do all that, and it has to read in a steady stream of values brimming off the gyro and accelerometers. Then the developer has to filter and trap the ones they care about, and then depending on the complexity or motion dependencies of the action performed may have additional calculations to perform for relations between the data coming off the wiimote, and then you get to throw the nunchuck into the mix as well all the while spewing out more of the same that the Wii has to process.

My whole point was that while the Wii has some incremental improvements in hardware capabilities. There are plenty of places for at least some of that to be soaked up by basic operation of the Wii system.

[/quote]

But but but...

you just said we have no idea about the difference between Gekko and Broadway, let alone how could be Hollywood so much bigger and what does it mean in terms of taking things off the CPU - yet now you're quick to claim it's being consumed by BT stacks and such... how?

Also remember, the G3 - GC's CPU alterego - was driving laptops back then, let alone the G4 and Broadway is more efficient then G4 while most likely more advanced for the purpose as well...
post #47 of 71
Thread Starter 
Quote:
Originally Posted by WizarDru View Post

He doesn't state that. I'm not really sure where you're getting that interpertation from. What he does say is "Well, obviously we would have an extremely powerful engine on it with our work on Rebel Strike, but for right now we certainly haven't planned anything for the Wii outside of some third parties who have approached us about licensing DivX and MusyX, which would be a no-brainer for us."

He also says: "They all have finally figured out, five years into the hardware's life cycle, how to do at least basic shaders and a rim light, but that's what everybody does. But I still don't see enough bump and normal-mapping, if any. I still don't see enough post effects, although you would have insane fill-rates with Wii."

In other words, their engine from FOUR YEARS AGO would run very well on the Wii, which is an upgraded Gamecube.

1. He's the creator of that engine, remember? Of course he won't trash his future opportunity to sell it.

2. He NEVER SAYS it's an upgraded GC.

Quote:


Because Factor 5 released two games that have rarely been matched graphically on that platform. Note how he mentions that the hardware is FIVE YEARS INTO IT'S LIFECYCLE. He's essentially calling the Wii a Gamecube right there.

Absolutely NOT. He's saying he still doesn't see nearly enough of these effects despite the fact that now Wii has
Quote:


insane fillrate

for these effects.


He's essentially saying Wii is capable for much more (of these effects) than GC ever was.

Quote:


He's saying the exact OPPOSITE of what you think he's saying. The only statement where he sounds like he's saying the Wii is superior is his comment on post-effects, but it's not clear exactly what 'insane' means...does he mean insanely slow or insanely fast? It's not clear....

Ohh, c'mmmmmmooooon. I'm not a native English speaker but I think it's obviously a compliment. Insane = very fast as in 'insane fillrate', 'insane bandwidth' etc.

Quote:


but the rest of the statement is pretty unabmiguous. He's calling the Wii an upgraded Gamecube

No, he does not.

Quote:


and lament that most developers haven't tapped the power that's already there, not that the Wii is a huge (as opposed to incremental) leap forward.

On the contrary he laments why they don't use it, especially when now Wii, as opposed to GC, has "insane fillrates", ready to use.

Quote:


No, they got their PRODUCTION SDKs. They were, by no means, the final SDKs. Ask Ubisoft and EA about Nintendo's network code, for example. You can be sure that the current batch are being developed with more online capabilities than just being able to send Elebits screenshots to other friend's Wii. Rayman's single failure is that Nintendo wouldn't give them any networking code to have an actual leaderboard. You can be sure the Xbox 360 version will have one.

You're confusing the lack of Online SDK with the Wii SDK - AFAIK latter was released last year, containing everything up-to-date except online functions.

WRT to online features: I fully agree it's missing but it's been only few months and they are done with it, so hopefully it's nice and dandy now.
post #48 of 71
Quote:
Originally Posted by T2k View Post

1. He's the creator of that engine, remember? Of course he won't trash his future opportunity to sell it.

He's stating it because his entire point is that no one is doing on the Wii (and didn't do on the Gamecube) things that his company and it's engine were doing on the Gamecube in 2001.

Quote:
Originally Posted by T2k View Post

2. He NEVER SAYS it's an upgraded GC.

No, he pretty much says it's a Gamecube, PERIOD. Or did you purchase your Wii in 2001? He refers to them pretty much inter-changeably, except mentioning the fill-rates being insane on the Wii (which I agree, most likely means 'very good' or 'very fast').

Don't believe me? Read EGM 209, where the same guy was quoted as saying:
""When I heard what was going on at Nintendo, I cringed," Factor 4 President Julian Eggebrecht says about the development of the underpowered Wii. "Its audio is relatively mediocre. It is essentially GameCube 1.5, which is fine because of all the motion-control stuff they're doing is pretty radical. That's precisely why the 360 wasn't exciting to me, because it didn't have the jump there, even though it had everything else."

I'm a total Nintendo fanboy, but the fact is that if you're holding out for a sudden quantum-leap in graphics from what the Gamecube was capable of, you're going to be somewhat disappointed. The Wii is capable of more than the 'cube, but overall the difference is purely iterational, not generational.
post #49 of 71
Thread Starter 
Quote:
Originally Posted by WizarDru View Post

He's stating it because his entire point is that no one is doing on the Wii (and didn't do on the Gamecube) things that his company and it's engine were doing on the Gamecube in 2001.

Which is pretty far from what you've said about 'upgraded Gamecube', right.

Quote:


No, he pretty much says it's a Gamecube, PERIOD.

Ehh what???

Quote:


Or did you purchase your Wii in 2001? He refers to them pretty much inter-changeably,

Newsflash: it's about developer standpoint, the fact that they can re-use their assets very easily - which still doesn't mean anything about Wii extra features over GC.

Quote:


except mentioning the fill-rates being insane on the Wii (which I agree, most likely means 'very good' or 'very fast').

Obviously.

Quote:


Don't believe me? Read EGM 209, where the same guy was quoted as saying:
""When I heard what was going on at Nintendo, I cringed," Factor 4 President Julian Eggebrecht says about the development of the underpowered Wii. "Its audio is relatively mediocre. It is essentially GameCube 1.5, which is fine because of all the motion-control stuff they're doing is pretty radical. That's precisely why the 360 wasn't exciting to me, because it didn't have the jump there, even though it had everything else."

Err did you notice that this quote is from Sep-Oct, before Wii actually came out? Since they don't develop anything yet and his wording - "When I heard what was going on at N" - it's entirely possible he haven't even seen it yet back in October.

Quote:


I'm a total Nintendo fanboy, but the fact is that if you're holding out for a sudden quantum-leap in graphics from what the Gamecube was capable of, you're going to be somewhat disappointed. The Wii is capable of more than the 'cube, but overall the difference is purely iterational, not generational.

Please, stop it. I repeatedly stated I do not have high expectation - yet you are putting words into my mouth about "quantum-leap in graphics" etc.

I clearly stated what is it I believe should be there: proper AA, decent texturing, mapping etc. Since it's still SD, I think it's safe to assume after all these 'leaks' it's not too way off - it's a pretty average thing to expect in 2007.
post #50 of 71
What is the resolution of the Wii? Its at 480P but what is the res? 720x480?
post #51 of 71
Quote:
Originally Posted by SpeedyHTPC View Post

What is the resolution of the Wii? Its at 480P but what is the res? 720x480?

AFAIK, it adheres to the 480p standard, so at 16:9 it would be 720x480.
post #52 of 71
Quote:
Originally Posted by T2k View Post

Err did you notice that this quote is from Sep-Oct, before Wii actually came out? Since they don't develop anything yet and his wording - "When I heard what was going on at N" - it's entirely possible he haven't even seen it yet back in October.

Considering he's a PS/3 developer with no development plans for the Wii (and therefore we have no reason to believe he has a development kit, especially as Nintendo doesn't have enough of them to meet demand), why would you think he has more intimate knowledge of the Wii now than before? I think we're arguing over the fact that we agree, here.

Most of the things you're looking for are already there. They were in the Gamecube, too. Anti-aliasing was there and is in games like Red Steel. Dewey's Adventure for the Wii will feature normal-mapping in some parts.

The real issue, which was what Factor 5's prez was talking about, is that few developers so far have really taken advantage of the power that's there. And I think we can all agree that we want them to use the Wii's power to the fullest in a way they DIDN'T for the GC.
post #53 of 71
Thread Starter 
Quote:
Originally Posted by WizarDru View Post

AFAIK, it adheres to the 480p standard, so at 16:9 it would be 720x480.

720x576 if PAL... in fact I just realized I should try to get a PAL one to test it.
post #54 of 71
Thread Starter 
Quote:
Originally Posted by WizarDru View Post

Considering he's a PS/3 developer with no development plans for the Wii (and therefore we have no reason to believe he has a development kit, especially as Nintendo doesn't have enough of them to meet demand), why would you think he has more intimate knowledge of the Wii now than before? I think we're arguing over the fact that we agree, here.

Most of the things you're looking for are already there. They were in the Gamecube, too. Anti-aliasing was there and is in games like Red Steel. Dewey's Adventure for the Wii will feature normal-mapping in some parts.

The real issue, which was what Factor 5's prez was talking about, is that few developers so far have really taken advantage of the power that's there. And I think we can all agree that we want them to use the Wii's power to the fullest in a way they DIDN'T for the GC.

Having the possibility and actually using it is pretty different - GC never had the bandwidth Wii has now and it should open up the use.
I'd say Red Steel looks like ****, including its "AA" - it's worse than a better GC game, not to mention its completely &*$^%#-up controls.
I'm sure there's a good reason why Hollywood is roughly twice as big as it should be if it would be just a Flipper refreshment part - but you were probably right by saying we won't see anything of it before next year (though I'd say Christmas season).
post #55 of 71
I'd really like to see the specs on this incredibly improved bandwidth relative to the GameCube.

Do we have any evidence that the Broadway isn't derived from the PPC750? If it is based on it, then it almost certainly still signaling on the same PPC60x bus protocol that every other PPC750 CPU does, including the 750CL. If that is the case, and system memory resides hanging off that bus then it is almost totally certain that this tops out at near 240 Mhz. If I were a betting man I'd say the bus is running at 243 Mhz to make it the same ratio to the CPU speed as the GameCube had.

We don't have a block-diagram that I know of for the Wii, but the GameCube's topology had the CPU interfacing with the GPU/1T-SRAM over its 60x bus at a max of 1.3 GB/s. The GPU had much faster access to the internal 3 MB of memory actually on the GPU core. The GPU also had faster access to the 24 MB of 1T-SRAM packaged with the GPU, but this was much slower than the on-core 3 MB of RAM.

When the CPU needed to deal with the system memory it was bottlenecked by the 60x bus between it and the GPU where the system memory resided.

The Wii has a 50% clock boost over the GC as far as anyone's best guess/estimate has been reported or inferred from IBM's part numbering scheme. The same goes presumably for the GPU and other components in that package.

The only real wildcard here is I don't think any of us know where the added 64 MB of GDDR3 RAM is sitting. It isn't in the package of the CPU or GPU, but we still don't know what it's really attached to. Is it hanging off the CPU bus, and at what speed, does the GPU have direct shared access to it as well? Is it hanging off the GPU as extended memory still accessed by the CPU by way of proxy of the GPU like the GameCube?

The presence of GDDR3 doesn't mean anything about system performance by default. For all we know all it's getting Nintendo is more throughput per trace/pin which just means lower integration cost and simplified signal timing debugging, or maybe just lower power requirements. Who knows?

What are the actual figures of massive bandwidth increase of the Wii compared to the GameCube aside from the obvious boost in clock speed?
post #56 of 71
Is the Wii supposed to have better graphics than the PS2?

If so , Marvel Ultimate Alliance and Medal of Honor Vanguard are quite disappointing.
post #57 of 71
Quote:
Originally Posted by SpeedyHTPC View Post

Is the Wii supposed to have better graphics than the PS2?

If so , Marvel Ultimate Alliance and Medal of Honor Vanguard are quite disappointing.

Dude, the Gamecube had better graphics than the PS2, when it was used.
Of course, since most gamecube games were PS2 ports, they looked worse, generally, not better.

I just picked up Sonic and the Secret Rings...and it looks NICE.
post #58 of 71
Dude this is what I'm talking about. Developers for Wii games just dont care, regardless of the 4.5 million buyers of the Wii.

More time wont do crap.

Looks like your Sonic is good because its made for the Wii. Is that how it is going to be? Any cross platform games will suck on the Wii no matter how much time you give them.
post #59 of 71
In the previous generation, why were games developed for the PS2 and ported to the game cube? I think there were two reasons.

First and foremost, the PS2 was the dominant system (in sales). That was where the money was to be made. Worry about the PS2 first, and then port to whatever other systems you can (cheaply), and whatever income you get from those ports is a bonus.

Secondly, it was the weakest as far as horsepower. So if something works on the PS2, it will work on the game cube.

This time around the roles are reversed. The Wii is killing the PS3 in sales, and it is the weaker of the two machines. It will take a while (2 years?) for the trend to turn around, but eventually titles will be developed for the Wii and ported to the PS3. The PS3 will definitely have it's share of exclusives that look amazing, but I bet it will also have a bunch of crappy looking Wii ports in a few years.

Only time will tell for sure.
post #60 of 71
I thought the gamecube was more powerful than the PS2.Whenever it came to multiplat games,it was always xbox>gamecube>PS2 as far as graphics and sound.Many times I remember there being a minimal difference between the xbox and gamecube versions of a game,and then a larger gap between those two and the PS2 version.
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