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Rumor Mill: Wii U Specs Confirmed

So, it seems that the Wii U’s specs were leaked from a developer right before E3, and no one really gave a shit. It looks like SDK and GPU info is flowing like a broken dam, though, as the supposed “complete specs” have been listed over on NeoGAF and Nintengen, causing some people to take notice. Of course, we still really don’t know that much about the upcoming console, and if a supposed leak this big happened, I’d imagine it’d be getting more attention. Also, the list is referring to the Wii U as “Project Cafe” quite often, showing some potential age/ignorance. As such, proceed with rational caution.
Me? I’m a bit skeptical that the Wii U is this “powerful” over the current gen, for a lot of reasons. Sure, everything seems great compared to what we’re playing stuff on now (except the glorious PC master race el oh el), but the specs seem to state that they’re quite a significant bit better than a PS3 or 360. If so, why is Nintendo hesitant to proclaim this? Why did the Wii U’s Arkham City look so similar to the PS36o version? We’ll never know  only know after the system launches, I suppose. Check out the specs below, and don’t forget to take them with a massive dose of salt!
Main Application Processor:
  • PowerPC architecture.
  • Three cores (fully coherent).
  • 3MB aggregate L2 Cache size.
  • core 0: 512 KB
  • core 1: 2048 KB
  • core 2: 512 KB
  • Write gatherer per core.
  • Locked (L1d) cache DMA per core.

Main Memory:

Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory.

Graphics and Video:

  • Modern unified shader architecture.
  • 32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
  • HDMI and component video outputs.

Features:

  • Unified shader architecture executes vertex, geometry, and pixel shaders
  • Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
  • Read from multi-sample surfaces in the shader
  • 128-bit floating point HDR texture filtering
  • High resolution texture support (up to 8192 x 8192)
  • Indexed cube map arrays
  • 8 render targets
  • Independent blend modes per render target
  • Pixel coverage sample masking
  • Hierarchical Z/stencil buffer
  • Early Z test and Fast Z Clear
  • Lossless Z & stencil compression
  • 2x/4x/8x/16x high quality adaptive anisotropic filtering modes
  • sRGB filtering (gamma/degamma)
  • Tessellation unit
  • Stream out support
  • Compute shader support

Sound and Audio:

  • Dedicated 120MHz audio DSP.
  • Support for 6 channel discrete uncompressed audio (via HDMI).
  • 2 channel audio for the Cafe DRC controller.
  • Monaural audio for the Cafe Remote controller.

Networking: 802.11 b/g/n Wifi.

Peripherals: 2 x USB 2.0 host controllers x 2 ports each; SDCard Slot.

Built-in Storage: 512MB SLC NAND for System; 8GB MLC NAND for Applications.

Host PC Bridge

Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.

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