Blitzvogel
Platinum Member
- Oct 17, 2010
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It is interesting that they went with a core with such terrible SIMD performance. The 360 core has pretty beefy vector units, and the PS3 obviously has its SPUs. Are Nintendo expecting developers to use GPGPU more for their highly parallel floating-point algorithms?
It's a possibility, especially with the heavy emphasis on the eDRAM and lack of decent SIMDs. It's unlikely the GPU is GCN, it's either R700 or Evergreen I'm sure.
It does beg the question as to how SIMD/vector heavy multiplatform games are in general. The Wii U has the benefit of an audio DSP, more cache, eDRAM, perhaps better memory latencies, more RAM and some limited OoO processing (though this is more in benefit to developers). At 1.25 GHz, we'd see sustained GFLOPS of barely a sixth of the 360's though, assuming the 360 can even get near it's theoretical limit (96 GFLOPS IIRC). Not bolting on a VMX unit on Broadway seems like a mistake if you ask me, especially if you're going through the trouble to get three of them to connect and work as a tricore processor.
Maybe, Nintendo and IBM could've developed a die with a variable speed Broadway core for BC, OS, and background tasks, with two or three more modern cores with VMX or AVX to get them the GFLOPS that are necessary for modern games, while still having a relatively low clock.