Wii U Has Over 3x the Memory Bandwidth of the Xbox One

Despite the fact that the Wii U has been out for a little over a year now, the system’s full capabilities are still shrouded in mystery. Ever since the GameCube days Nintendo has been rather tight-lipped about their systems’ specifications. But as time goes on, more and more light gets shed on the Wii U’s hardware situation.

The folks over at CinemaBlend have been digging up some info, and had this to say regarding the Wii U’s total system memory bandwidth:

It’s been speculated that taking the information above into consideration, the Wii U’s total bandwidth of gigabytes per second, including the possible 1024 bits per macro and GPU – which, according to TechPowerUp clocks in at 550mhz – would come out to around 563.2GB per second. Keep in mind that the Xbox One runs about 170GB per second of bandwidth between the DDR3 and eSRAM, as outlined by Xbit Labs.

This could explain the Wii U’s ease of hitting 1080p at 60fps with nary many complaints from those who actually enjoy working with Nintendo’s hardware.

Of course this in no way means that the Wii U is stronger than the Xbox One (for those of you who aren’t tech savvy) and remember that memory bandwidth isn’t everything. But, this does explain why the Wii U has a much easier time achieving  1080p/60 fps games than the Xbox One does. Smash 4, Bayonetta 2, and Mario Kart 8 are all reportedly 1080p and 60 frames per second.

There’s tons more interesting tidbits in the article, such as the system’s DX11 equivalent capabilities as well as it’s ability to achieve Shader Model 5.0 capabilities. A source that spoke with CinamaBlend, who wished to remain anonymous, stated that of course the Wii U could not actually use Direct X since that is a Microsoft owned API, as well as Shader Model 5.0, but it can achieve some of the same affects that those API’s use through work-around.

“The answer is no. [The Wii U can’t] use [shader model 5.0] because it’s Microsoft exclusive. “You can do some stuff… tessellation [is possible]. You can do that on the Wii U.”

All of this simply means that the Wii U is much more capable than previously thought. The article also touches on how the Wii U is a GPU focused machine while the 360 and PS3 were CPU focused. Add this in with the report that many of the Wii U’s multiplats didn’t even use all of the CPU cores, and it serves as further explanation as to why some of the multi-platform ports had performance issues when it came to frame rate.

Let us know what you think down below.

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21 thoughts on “Wii U Has Over 3x the Memory Bandwidth of the Xbox One

  1. Seems to be that way seeing how much the Xbone is struggling.

  2. “this in no way means that the Wii U is stronger than the Xbox One”
    So this means the Wii U is stronger than the Xbox One right?

  3. Derkrondell says:

    Apparently its close to Xbox One’s Power. Curious to see what a Zelda U would be like.

  4. Derkrondell says:

    I know you got a Youtube Channel Jamie, You should do a video detailing the specs.

  5. http://gamrconnect.vgchartz.com/thread.php?id=169765


    The Wii U has the hardware available in it to not only outperform the XBOX One, but the PS4 as well. Too bad we’ll never see it’s full potential because 3rd parties aren’t going to push it and Nintendo first party stuff chooses art-styles that aren’t necessary “photo-realistic” you would say.

    There is a reason why devs are struggling to get games to run in native 1080p (or 1080p at all) on the PS4 and XB1 where-as on the Wii U it’s pretty much at the discretion of the developer with no limitations at all. There is a reason why devs are saying they are running into walls already with the supposedly superior hardware of the XB1 and PS4 where-as dev working with the Wii U properly have gone on record to say that they haven’t even scratched the surface on it’s full capabilities. There is a reason why for two decades companies stayed AWAY from using x86 architecture and chose Power-based CPU’s instead and now you are seeing why. PowerPC is far more efficient and faster than x86.

    People look at the 8GB of RAM and the 8-core processor of the XB1 and PS4 and think that is so impressive. In actuality, the CPUs and GPUs used in the twins are based off of tablets and smart phones. They aren’t even desktop-level CPUs and GPUs. x86 uses CISC (Complex Instruction Set Computing) which gives developers everything at the beginning, and NOTHING left for the future. PowerPC uses RISC (Reduced Instruction Set Computing.) This has a much smaller memory footprint, much lower latency, and much faster recovery. This allows for much smoother game development and a lot of room to grow.

    Look at Resogun for the PS4. The developers actually said that the game uses 50% of the PS4 CPU. They did not elaborate whether or not that meant 50% of the total 8-core CPU or 50% of the allotted CPU which would 2 out of 4 cores. In any event, they carried on as if it was some technological break through. Resogun is a nice games and looks great, but it doesn’t look any better than Nano Assault Neo for the Wii U which only uses one core of the Tri Core PowerPC750 and barely even touches the eDRAM.

    Slowly but surely the myth of the Wii U being “underpowered” will die the horrible excruciatingly devastating death it deserves to die. That was never the problem with the Wii U. The problem is Mr “Preese Unda-stan” himself Iwata.

  6. Corey Moore says:

    3x the memory and 3x the quality of games to play. lol

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