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updated Nintendo Wii specs - pinch of salt needed
I for one do NOT believe everything about the following twi sets of
specs for the Nintendo Wii - concider them unconfirmed rumor - however, just in case some of these turn out to be correct, I'm posting it anyway. __________________________________________________ ________________________ http://www.kotaku.com/gaming/wii/rum...ecs-190815.php Take this with a pinch of salt and a swig of tequila, but game site MaxConsole has the details. I can't be the only one sick of hearing rumored Wii power info, can I? Thought the point was that the machine isn't a powerhouse super console like the 360 and the PS3. That being said, the bit on the Wii's controller is rather interesting. True or not, hit the jump for the full details. Brian Ashcraft The Wii Hardware - Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum bandwidth of 1.9gbyte/sec. - Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory. - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2. - The GPU of the Wii is identical to the GC's but it is on average 1.5X faster. Wii's Optical Disc Drive - Optical Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6. - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space. - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also. General Overview - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently. - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card. - Both Wii discs and GameCube discs can be played via an intelligent mode swap. When running in GC mode, the Wii's CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM. - Software development environment is an upgrade to the 'Dolphin SDK' used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier. - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack). - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes. - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second. The Wii Control System - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED's, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit. - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006. - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCHRO on the Wii console. Wireless communications are only possible with consoles which have been authenticated. - The rumble motor can be turned on and off and the intensity can be changed. - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart. - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status. - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc. - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples. Broadway CPU Broadway is Wii's CPU. Broadway functionality and specifications are as follows. · Operating speed: 729 MHz · Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec) · 32-kilobyte 8-way set-associative L1 instruction cache · 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad) · Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis ter unit, load/store unit, two integer units) · DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad · Write-gather buffer for writing graphics command lists to the graphics chip · Onboard 256-kilobyte 2-way set-associative L2 integrated cache · Two, 32-bit integer units (IU) · One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit)) · The FPU supports paired single floating point (FP/PS) · The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles. · Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance. · The branch unit supports static branch prediction and dynamic branch prediction. · When an instruction is stalled on data, the next instruction can be issued and executed. All instructions maintain program logic and will complete in the correct program order. · Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte. · Supports these bus pipeline depth levels: level 2, level 3, and level 4. Reference Information: Broadway is upward compatible with Nintendo GameCube's CPU (Gekko). Hollywood GPU Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory. Hollywood includes the following. · Graphics processing unit (with 3 megabytes of eDRAM) · Audio DSP · I/O Bridge · 24 megabytes of internal main memory · Internal main memory operates at 486 MHz. Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second · Possible to locate a program here Reference Information: Hollywood is similar to Nintendo GameCube's Flipper and Splash components. External Main Memory (MEM2) Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2. Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it. __________________________________________________ ______________________ an even more updated set of specs __________________________________________________ ________________________ http://www.maxconsole.net/?mode=news&newsid=8802 EXCLUSIVE: Wii Know A lot You Don't- Nintendo Wii Specs Fully Uncovered!!! *Updated* So far Nintendo have done a very credible job in keeping information regarding the Wii to a minimum. Well all that has just changed! An anonymous Wii developer has sent to us slurry of information regarding Nintendo's next-gen console, all that's left now is a confirmed release date and price to complete the puzzle. Believe us when we say, this article is a MUST READ, you won't be disappointed. Prepare to get educated... *Update* - The dev mailed us and said he was shocked to see all these cries of 'fake', so he provided some more info to show he's not bluffing... Wii Know A Lot You Don't... but will - Enjoy! Anyway, we've done enough talking thus far, prepare your eyes for a textual feast on the joys to behold with the Wii. The Wii Hardware - Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec. - Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory. - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2. - The GPU of the Wii is identical to the GC's but it is on average 1.5X faster. Wii's Optical Disc Drive - Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6. - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space. - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also. General Overview - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently. - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card. - Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii's CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM. - Software development environment is an upgrade to the 'Dolphin SDK' used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier. - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack). - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes. - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second. The Wii Control System - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED's, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit. - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006. - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated. - The rumble motor can be turned on and off and the intensity can be changed. - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart. - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status. - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc. - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples. Thanks 'TheGuy' for the info! Big shoutout must go out to the 'TheGuy' for this info! *UPDATE* The dev mailed us and said he was shocked to see all these cries of 'fake', so he provided some more info to show he's not bluffing... Broadway CPU Broadway is Wii's CPU. Broadway functionality and specifications are as follows. · Operating speed: 729 MHz · Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec) · 32-kilobyte 8-way set-associative L1 instruction cache · 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad) · Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis ter unit, load/store unit, two integer units) · DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad · Write-gather buffer for writing graphics command lists to the graphics chip · Onboard 256-kilobyte 2-way set-associative L2 integrated cache · Two, 32-bit integer units (IU) · One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit)) · The FPU supports paired single floating point (FP/PS) · The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles. · Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance. · The branch unit supports static branch prediction and dynamic branch prediction. · When an instruction is stalled on data, the next instruction can be issued and executed. All instructions maintain program logic and will complete in the correct program order. · Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte. · Supports these bus pipeline depth levels: level 2, level 3, and level 4. Reference Information: Broadway is upward compatible with Nintendo GameCube's CPU (Gekko). Hollywood GPU Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory. Hollywood includes the following. · Graphics processing unit (with 3 megabytes of eDRAM) · Audio DSP · I/O Bridge · 24 megabytes of internal main memory · Internal main memory operates at 486 MHz. Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second · Possible to locate a program here Reference Information: Hollywood is similar to Nintendo GameCube's Flipper and Splash components. External Main Memory (MEM2) Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2. Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it. |
#2
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updated Nintendo Wii specs - pinch of salt needed
"AirRaid Mach 2.5" wrote in message
oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. |
#3
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updated Nintendo Wii specs - pinch of salt needed
"El Guapo" wrote in message ... "AirRaid Mach 2.5" wrote in message oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. What does make sense is why Nintendo never said a word about it. It is like being in a locker room and having the smallest Wii Wii. NOW, I think I know why they call it the Wii! This system is an embarrassment to videogame systems. |
#4
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updated Nintendo Wii specs - pinch of salt needed
This should be a serious let-down to all of you people who tried to defend
Nintendo. Now you know why I had to put them down. Shame on them for selling an overclocked Gamecube. |
#5
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updated Nintendo Wii specs - pinch of salt needed
On Tue, 01 Aug 2006 03:30:46 GMT, "Guest" wrote:
This should be a serious let-down to all of you people who tried to defend Nintendo. Now you know why I had to put them down. Shame on them for selling an overclocked Gamecube. yes shame on them for being original. shame on them for realising that games consoles don;t have to be purely about how many pixels and polygons they can chuck about, but can dare to focus on something a lot of devs forget about: gameplay. damn them to hell! i really am worried about why you seem to have such a hard-on for flashy graphics and high resolutions. maybe you're hoping that the next tomb raider game will be so detailed, that if you play in HD and look really, really closely you might, just might, be able to see Lara's camel toe? -- gamertag: Chrisflynnuk http://live.xbox.com/member/Chrisflynnuk |
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updated Nintendo Wii specs - pinch of salt needed
On Tue, 01 Aug 2006 03:24:33 GMT, "Guest" wrote:
"El Guapo" wrote in message . .. "AirRaid Mach 2.5" wrote in message oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. What does make sense is why Nintendo never said a word about it. It is like being in a locker room and having the smallest Wii Wii. NOW, I think I know why they call it the Wii! This system is an embarrassment to videogame systems. nintendo have never denied the specs of it, they just didn't see them as important as the core aim of the system is that it offers new ways to play games. they have said this from day one, and have continually stated that they wouldn't support HD with it, and that it would only be slightly more powerful than the Cube. then again, you seem to be a complete ****wit, so i have no idea why i am rationalising a response to you when i'd be just as well off mashing my head on the keyboard to produce something about as worthwhile as your persistent dirge. -- gamertag: Chrisflynnuk http://live.xbox.com/member/Chrisflynnuk |
#7
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updated Nintendo Wii specs - pinch of salt needed
Guest wrote:
"El Guapo" wrote in message ... "AirRaid Mach 2.5" wrote in message oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. What does make sense is why Nintendo never said a word about it. It is like being in a locker room and having the smallest Wii Wii. NOW, I think I know why they call it the Wii! This system is an embarrassment to videogame systems. But even tho' small, it seems to be the only one in the room to know what to do with it...^_^ -- The Briefcase Fulla Rant! http://briefrant.com Other places just don't have the huevos! Flame [ 'flAm ] * 1. Form of criticism native to online forums, unfettered by archaic notions of grammar, tact, or logic. * 2. The most common type of user-generated content. * 3. Originally, the tool that allowed humans to create civilization. Now the last refuge of uncivilized tools. ---Geekend Wiktionary |
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updated Nintendo Wii specs - pinch of salt needed
From what I've gathered the specs aren't going to truly relate what the Wii
can do, from what I've heard they are focusing on getting "more" out of "less". The software-architecture is what they are focusing on, probably a very powerful framework for getting a lot out of the Wii in very little time and with very little resource needed. The Wii games will look great, but it's not just that, it'll be the fact that devs will be able to worry less about the graphics and spend the time otherwise spent on graphical techniques, on the new controller. I thought this was quite common knowledge that there approach was towards the architectual side of the software..... Kev "AirRaid Mach 2.5" wrote in message oups.com... I for one do NOT believe everything about the following twi sets of specs for the Nintendo Wii - concider them unconfirmed rumor - however, just in case some of these turn out to be correct, I'm posting it anyway. __________________________________________________ ________________________ http://www.kotaku.com/gaming/wii/rum...ecs-190815.php Take this with a pinch of salt and a swig of tequila, but game site MaxConsole has the details. I can't be the only one sick of hearing rumored Wii power info, can I? Thought the point was that the machine isn't a powerhouse super console like the 360 and the PS3. That being said, the bit on the Wii's controller is rather interesting. True or not, hit the jump for the full details. Brian Ashcraft The Wii Hardware - Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum bandwidth of 1.9gbyte/sec. - Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory. - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2. - The GPU of the Wii is identical to the GC's but it is on average 1.5X faster. Wii's Optical Disc Drive - Optical Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6. - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space. - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also. General Overview - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently. - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card. - Both Wii discs and GameCube discs can be played via an intelligent mode swap. When running in GC mode, the Wii's CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM. - Software development environment is an upgrade to the 'Dolphin SDK' used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier. - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack). - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes. - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second. The Wii Control System - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED's, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit. - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006. - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCHRO on the Wii console. Wireless communications are only possible with consoles which have been authenticated. - The rumble motor can be turned on and off and the intensity can be changed. - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart. - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status. - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc. - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples. Broadway CPU Broadway is Wii's CPU. Broadway functionality and specifications are as follows. · Operating speed: 729 MHz · Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec) · 32-kilobyte 8-way set-associative L1 instruction cache · 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad) · Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis ter unit, load/store unit, two integer units) · DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad · Write-gather buffer for writing graphics command lists to the graphics chip · Onboard 256-kilobyte 2-way set-associative L2 integrated cache · Two, 32-bit integer units (IU) · One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit)) · The FPU supports paired single floating point (FP/PS) · The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles. · Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance. · The branch unit supports static branch prediction and dynamic branch prediction. · When an instruction is stalled on data, the next instruction can be issued and executed. All instructions maintain program logic and will complete in the correct program order. · Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte. · Supports these bus pipeline depth levels: level 2, level 3, and level 4. Reference Information: Broadway is upward compatible with Nintendo GameCube's CPU (Gekko). Hollywood GPU Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory. Hollywood includes the following. · Graphics processing unit (with 3 megabytes of eDRAM) · Audio DSP · I/O Bridge · 24 megabytes of internal main memory · Internal main memory operates at 486 MHz. Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second · Possible to locate a program here Reference Information: Hollywood is similar to Nintendo GameCube's Flipper and Splash components. External Main Memory (MEM2) Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2. Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it. __________________________________________________ ______________________ an even more updated set of specs __________________________________________________ ________________________ http://www.maxconsole.net/?mode=news&newsid=8802 EXCLUSIVE: Wii Know A lot You Don't- Nintendo Wii Specs Fully Uncovered!!! *Updated* So far Nintendo have done a very credible job in keeping information regarding the Wii to a minimum. Well all that has just changed! An anonymous Wii developer has sent to us slurry of information regarding Nintendo's next-gen console, all that's left now is a confirmed release date and price to complete the puzzle. Believe us when we say, this article is a MUST READ, you won't be disappointed. Prepare to get educated... *Update* - The dev mailed us and said he was shocked to see all these cries of 'fake', so he provided some more info to show he's not bluffing... Wii Know A Lot You Don't... but will - Enjoy! Anyway, we've done enough talking thus far, prepare your eyes for a textual feast on the joys to behold with the Wii. The Wii Hardware - Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec. - Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory. - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2. - The GPU of the Wii is identical to the GC's but it is on average 1.5X faster. Wii's Optical Disc Drive - Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6. - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space. - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also. General Overview - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently. - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card. - Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii's CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM. - Software development environment is an upgrade to the 'Dolphin SDK' used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier. - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack). - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes. - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second. The Wii Control System - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED's, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit. - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006. - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated. - The rumble motor can be turned on and off and the intensity can be changed. - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart. - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status. - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc. - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples. Thanks 'TheGuy' for the info! Big shoutout must go out to the 'TheGuy' for this info! *UPDATE* The dev mailed us and said he was shocked to see all these cries of 'fake', so he provided some more info to show he's not bluffing... Broadway CPU Broadway is Wii's CPU. Broadway functionality and specifications are as follows. · Operating speed: 729 MHz · Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec) · 32-kilobyte 8-way set-associative L1 instruction cache · 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad) · Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis ter unit, load/store unit, two integer units) · DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad · Write-gather buffer for writing graphics command lists to the graphics chip · Onboard 256-kilobyte 2-way set-associative L2 integrated cache · Two, 32-bit integer units (IU) · One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit)) · The FPU supports paired single floating point (FP/PS) · The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles. · Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance. · The branch unit supports static branch prediction and dynamic branch prediction. · When an instruction is stalled on data, the next instruction can be issued and executed. All instructions maintain program logic and will complete in the correct program order. · Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte. · Supports these bus pipeline depth levels: level 2, level 3, and level 4. Reference Information: Broadway is upward compatible with Nintendo GameCube's CPU (Gekko). Hollywood GPU Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory. Hollywood includes the following. · Graphics processing unit (with 3 megabytes of eDRAM) · Audio DSP · I/O Bridge · 24 megabytes of internal main memory · Internal main memory operates at 486 MHz. Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second · Possible to locate a program here Reference Information: Hollywood is similar to Nintendo GameCube's Flipper and Splash components. External Main Memory (MEM2) Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2. Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it. |
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updated Nintendo Wii specs - pinch of salt needed
"Chris F" wrote in message ... On Tue, 01 Aug 2006 03:24:33 GMT, "Guest" wrote: "El Guapo" wrote in message .. . "AirRaid Mach 2.5" wrote in message oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. What does make sense is why Nintendo never said a word about it. It is like being in a locker room and having the smallest Wii Wii. NOW, I think I know why they call it the Wii! This system is an embarrassment to videogame systems. nintendo have never denied the specs of it, they just didn't see them as important as the core aim of the system is that it offers new ways to play games. they have said this from day one, and have continually stated that they wouldn't support HD with it, and that it would only be slightly more powerful than the Cube. then again, you seem to be a complete ****wit, so i have no idea why i am rationalising a response to you when i'd be just as well off mashing my head on the keyboard to produce something about as worthwhile as your persistent dirge. -- gamertag: Chrisflynnuk http://live.xbox.com/member/Chrisflynnuk You are just trying to make yourself feel better about that weak system. You are also assuming that I am a child who gives a **** about a bull**** controller over high powered graphics. |
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updated Nintendo Wii specs - pinch of salt needed
"Relic" wrote in message .. . Guest wrote: "El Guapo" wrote in message ... "AirRaid Mach 2.5" wrote in message oups.com... http://www.kotaku.com/gaming/wii/rum...ecs-190815.php snip So according to this, the Wii is just a Gamecube overclocked by 50% with a new controller? If that's true, then what exactly have IBM and ATI been working on for the last several years? That could have been accomplished in a matter of months. Personally, I think these are in fact the specs for the Wii development kits, but that the final hardware will be different. Not necessarily a lot faster, of course. There's only so much you can do with such a small form factor. The thing is, if these really are the final specs, it's hard to imagine how ATI and IBM could get such a tiny increase in performance five years later, especially when the system was already pretty small to begin with. You'd have to really work at it in order to not come up with something faster than this. Unless Nintendo is planning on selling the system for $99 right off the bat, it makes little sense. What does make sense is why Nintendo never said a word about it. It is like being in a locker room and having the smallest Wii Wii. NOW, I think I know why they call it the Wii! This system is an embarrassment to videogame systems. But even tho' small, it seems to be the only one in the room to know what to do with it...^_^ -- Funny, but even that has yet to be proven. All that has happened is that we have been told it is great because that is all that Nintendo can promote. They came to the party empty handed. |
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