Wii U CPU is a 'bottleneck,' Digital Foundry concludes
Wii U is theoretically improved over the Xbox 360, equipped with "an improved, more modern AMD Radeon graphics core, twice as much RAM available to developers." However, a look at the Wii U version of Call of Duty: Black Ops 2 shows that there may be one weak link in the console's design: the CPU.
Oddly, Nintendo has never released official specs for Wii U. It is theoretically improved over the Xbox 360, equipped with "an improved, more modern AMD Radeon graphics core, twice as much RAM available to developers."
While games will undoubtedly improve as the console matures, a look at the Wii U version of Call of Duty: Black Ops 2 shows that there may be one weak link in the console's design: the CPU.
The Wii U version of Black Ops 2 is essentially a straight port of the Xbox 360 version, down to the identical 880x720 resolution and 2x MSAA. "Aside from gamma issues, we're essentially looking at exactly the same presentation," Digital Foundry noted. In fact, the Wii U version looks better than the PS3 version, which the analysis described as "compromised."
However, the framerate struggles on the Wii U version, dipping to about half of what the Xbox 360 original can handle. Admittedly, this is a quick port on new hardware, which should account for some of the performance loss. However, Digital Foundry believes that the system's CPU is its "main bottleneck," especially when "bearing in mind the specific areas that are causing the most noticeable dips in performance," specifically "any scene where a lot of characters are in the area."
Future games on Wii U will undoubtedly perform better as the console begins to mature and developers get a better grasp on how to best harness its abilities. However, much like multi-platform teams struggled to deal with PS3's unique Cell architecture and divided memory allocation, developers will have to balance Wii U's beefier GPU with its apparently-underpowered CPU.
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Andrew Yoon posted a new article, Wii U CPU is a 'bottleneck,' Digital Foundry concludes.
Wii U is theoretically improved over the Xbox 360, equipped with "an improved, more modern AMD Radeon graphics core, twice as much RAM available to developers." However, a look at the Wii U version of Call of Duty: Black Ops 2 shows that there may be one weak link in the console's design: the CPU.-
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There's talk about firmware updates to help with that, apparently the CPU is spending too much time on the OS vs. the application, or at least that's the rumor. I think this was a half-baked launch to hit a prime purchasing schedule but it sounds all fixable at this point. I know the day one patch helped a lot of gamers with freezes in Nintendoland and apparently a few other titles on top of the additional functionality. I'd reserve judgement till next year.
This all being said, it does appear that the Wii U should've used a more powerful CPU option, even if that meant keeping the GPU and CPU separate again and missing their "noise level" threshold.
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Powerful or not, if it's one thing I learned from the Wii is that you can have shitty 480p graphics but your games can be light years ahead of something that looks amazing.
Even though they don't actually look too bad, Xenogears and The Last Story are two of the best games to come out this generation.
Even if nothing ever looks better than ZombiU (which I know isn't cutting edge graphically) on the WiiU, I'll be happy when Zelda, Metroid and hopefully another Mario Galaxy game come out.
Oh yeah, and Monster Hunter in March.
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It's just not the Wii U. They've "reported" that Guild Wars "game's security has been compromised" because people were using the same compromised username and passwords for different accounts. While an issue, I'd hardly call it a "Guild Wars 2 hack". http://www.shacknews.com/article/75656/guild-wars-2-hack-impacts-11000-accounts
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From earlier that day: http://www.shacknews.com/chatty?id=29264871#item_29264871
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The CPU is definitely weak. Without going into NDA'd details, Nintendo made some smart design choices for the CPU but also a few crippling mistakes. The CPU is very similar to the Wii, with no SIMD instruction set worth speaking of - games get a huge speedup from technologies like SSE / AltiVec / VMX that process 4 sets of data in parallel (great for particle systems and skeletal animation). Nintendo's CPU has no such feature.
The memory bandwidth is also abysmal. 2 GB of RAM is great, but actually getting data from RAM into the CPU is far slower on the Wii U than on the 360 or the PS3. You can lock cache lines and manually DMA data to compensate a bit, but most code that ran quickly on the PS3 / 360 will run like crap on the Wii U because of cache misses. (Prefetching is actually worse than not prefetching due to the lack of memory bandwidth, so you have to go and comment out all your old prefetching optimizations, too. It's horrible.)-
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3rd party launch titles are almost always pretty rough. If you didn't have a lot of time to spend with the dev kits, or if the dev kits sucked, it's almost a miracle to get it out the door on time. Ported games rarely have a big engineering team behind them, and they can't afford to remake all the content in a way that is optimized for the new console, so the deck is stacked against the launch-window ports being any good at all.
Cross-platform games will probably be better in the future.-
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I assume whatever they had written for PowerPC prior to figuring that out (which would've likely been some time in the middle of this year from the sounds of the rumors) would have a fair amount of translating to do for x86, which cuts into either the amount of time that can be spent for other optimizations or fixing bugs.
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Out of order execution / instruction reordering with register renaming. And proper store-forwarding. Yay for those - less random penalties and performance hits that average non-engine coders don't understand.
Every console CPU design needs to drop some "standard" desktop CPU features for budget and power consumption. The 360 and PS3 dropped a lot of complexity that helps general-purpose code, keeping the fast vector-math units and focusing on raw theoretical performance with perfectly written software. Nintendo dropped the vector-math unit in favor of better general-purpose performance.
As engine coders find interesting ways to move chunks of animation/physics/particle work from CPU to GPU, game quality should improve dramatically, but Nintendo still dropped the ball with the lack of SIMD and the terrible memory performance.
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I've heard other devs talk about the GPU making up for the CPU when games are designed for it.
Like, the GPU can do a lot of the work the CPU traditionally does and this can really offset the slower cpu issues.
I'm not a dev and I don't pretend to know the techy stuff, but more than one dev has stated this kinda of thing/
Is there some truth behind it?
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Traditionally the cpu did everything, cause there were no gpus. Then they were invented and more and more stuff that the cpu either did very poorly or couldnt do at all in a reasonable amount of time, were done on the gpu. So yes. But there are also things that gpus are very bad at, and if your cpu is too slow to do those things in a game (which i am not saying the wii cpu is), then letting the gpu do those things will not help you at all because it will be even slower.
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This should be more true than most previous times because of the GPGPU enhancements (supposedly) available on the Wii U's GPU being based on 7000 series Radeons last I heard. That being said, I'm not sure if the GPGPU enhancements will outweigh or be able to make up for the deficits in the CPU given which instructions each component is traditionally good at. That and I'm no programmer.
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As with any launch there's gonna be a learning curve. All the doom and gloom over performance issues is uncalled for IMHO. Compare launch titles for the 360 compared to games they have now. Huge leaps. While I believe developers saying it has a weak CPU, I also believe those developers will produce some pretty great games once they've had time to fully digest it. I love my WiiU.
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