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.
Some other info:
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.
Source:
GaminRealm article