WeasteDevil
New Member
They should do, because it is a GameCube!Wii consoles support Gamecube backwards compatibility
They should do, because it is a GameCube!Wii consoles support Gamecube backwards compatibility
Why did they remove that functionality from the later models then?They should do, because it is a GameCube!
To save on cost. Weaste is right, from a technical stand point there is very little difference between a GC and a Wii.Why did they remove that functionality from the later models then?
I expect a review soon thenMine just arrived.
Post a pic of the caf on the tablet thingy!Mine just arrived.
Yeah, as in my edit it's not the defining test. Thank feck for Nintendo that physics have stalled and A.I gone backwards huh?To be fair, pure clock is no measure of power, it's what you can do per cycle. 1.25GHz however is taking the piss, but it's not surprising due to the thermal and power envelopes that Nintendo have been working towards. It's was obvious the day that we first saw the case that the size of the thing wouldn't allow for a great deal.
Like the XB360 does?I'm sure I read it has 3 cores.
As long as the task is massively parallelizable, and obviously, even then, you are taking away resources and time from the GPU that could be used for processing graphics.Also, can the GPGPU help out with some of the tasks that are usually left to the CPU?
The slight difference is that you cannot just throw code at the Cell (no matter what its throughput) due to the way it works. If the CPU in Wii U was as capable as Xenon, you should be able to do that. Being OoOE and having large caches as well should help even the most optimized code. I'd like to know how many instructions per cycle this CPU can shove. Each SPU can shove between 2 (if everything is properly double buffered and DMA fetched) and 1 instructions per cycle, PPE around 0.3. For a full blown 8 SPU Cell, that's a rough estimate of 8, or 256,000,000,000 instructions per second, of which the PPE is around 10,000,000,000 or so under good conditions. Real world performance of a full Cell is around 186,000,000,000 IPS with fully optimized code, probably about half in the real real world. SPUs can be SIMD heavy though, so a single instruction can deal with certain things it would take a non-SIMD capable CPU many instructions to perform (obviously SIMD operations can take many cycles anyway). Cell is the polar opposite of what Nintendo declare they have tried to do - low latency and low bandwidth, vs. Cell, high latency and high bandwidth, stuff has to be DMAd in on time to reduce latency - programmer problem.Like the PS3, if they get the time is another matter
Yawn. What it "pure gaming" anyway?It's just aimed at kids and families, so it will sell loads. For pure gaming I don't know why anyone would choose this over the PS3 or Xbox.
Yeah, feck that. But that's the thing with new consoles, I don't know why people buy them in the first couple of months.Went into town today, GAME and HMV had plenty in stock, couldn't believe how expensive ZOMBIU was in GAME, £54.99!!
It should be, the other two are seven years old!Graphics wise, it's as good as anything I've seen before.
Did they have any on the shelves?I was in GAME this morning and the geeky dude that works there (every store has at least one) was telling me that the WiiU was selling like hot cakes.
He was also saying that Tesco have not been able to deliver on all of the pre-orders.
Interesting. I was actually in London talking to a couple of guys from down the surrey way (I'm not naming companies) who haven't had first hand experience with the system, but who obviously do know their company is keeping an eye on it. Nothing really technical, but word around the campfire is there's no problem with memory and memory access, the GPU is pretty hot, but obviously there is a major problem with the raw grunt of the CPU.The slight difference is that you cannot just throw code at the Cell (no matter what its throughput) due to the way it works. If the CPU in Wii U was as capable as Xenon, you should be able to do that. Being OoOE and having large caches as well should help even the most optimized code. I'd like to know how many instructions per cycle this CPU can shove. Each SPU can shove between 2 (if everything is properly double buffered and DMA fetched) and 1 instructions per cycle, PPE around 0.3. For a full blown 8 SPU Cell, that's a rough estimate of 8, or 256,000,000,000 instructions per second, of which the PPE is around 10,000,000,000 or so under good conditions. Real world performance of a full Cell is around 186,000,000,000 IPS with fully optimized code, probably about half in the real real world. SPUs can be SIMD heavy though, so a single instruction can deal with certain things it would take a non-SIMD capable CPU many instructions to perform (obviously SIMD operations can take many cycles anyway). Cell is the polar opposite of what Nintendo declare they have tried to do - low latency and low bandwidth, vs. Cell, high latency and high bandwidth, stuff has to be DMAd in on time to reduce latency - programmer problem.
Do systems always sell out straight from the shelves these days? I would have thought online pre-ordering takes the vast majority of stock.Did they have any on the shelves?
Which game is that for? Nothing I've seen online has impressed me graphically.Graphics wise, it's as good as anything I've seen before, which was the one thing I expected it to do as good if not better
Depends what they are like on the screen in front of you.Which game is that for? Nothing I've seen online has impressed me graphically.
Only two left in the store mate.Did they have any on the shelves?
I played ZombieU in store today and the graphics/texturing looked a lot smother than what i've seen from the PS3/360.Which game is that for? Nothing I've seen online has impressed me graphically.