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Posted: Tue, 1st Aug 2006 18:49 Post subject: [Wii] Hardware Specs Finally Public |
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CPU (Broadway)
Superscalar microprocessor with six execution units (floating-point unit, branching unit, system register unit, load/store unit, two integer units)
Operating speed of 729 MHz
Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec)
32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad)
Onboard 256-kilobyte 2-way set-associative L2 integrated cache
Supports three L2 cache fetch modes: 32, 64, and 128-Byte
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
GPU (Hollywood )
Operating speed of 243 MHz
3 megabytes of embedded graphics memory
24 megabytes of internal main memory
Internal main memory operates at 486 MHz
Maximum bandwidth between GPU and main memory: 3.9 gigabytes per second
The GPU of the Wii is identical to the GC's but it is on average 1.5X faster
Other details
64megabytes of GDDR3 external main memory
Internal non-removable 512MB flash memory used as storage for game save data and downloadable content
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 (analogue only)
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. The maximum read speed is the equivalent of a 6 speed DVD
source
http://www.theinquirer.net/default.aspx?article=33394
http://www.maxconsole.net/?mode=news&newsid=8802
http://news.spong.com/article/10489?cb=116
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Tue, 1st Aug 2006 19:21 Post subject: |
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I'm in no way a grfx whore, but I have to say that these specs are disapointing at least. Now Nintendo will have to rely on their unique titles in order to make this work. Either way, im buying this console the moment it comes out.
Quote: | 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.
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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Mutantius
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Posts: 18594
Location: In Elektro looking for beans
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Posted: Tue, 1st Aug 2006 19:49 Post subject: |
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Well wasnt that the plan the whole time?
Still yes, if the price tag is low then Im gonna buy this thing for sure.
"Why don't you zip it, Zipfero?" - fraich3
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Posted: Tue, 1st Aug 2006 20:16 Post subject: |
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The specs surely can't be that bad judging from the videos of the games i've seen... ?
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Posted: Tue, 1st Aug 2006 20:50 Post subject: |
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Jebus, on paper it's only mildly more powerful then the original xbox. I'm hoping this is fake because these specs are pathetic, even for a £150 console.
I'd like to know which videos have impressed you russ_beer, because I haven't seen any which impressed me yet.
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
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Posted: Tue, 1st Aug 2006 22:33 Post subject: |
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you cant compare an IBM cpu with a xbox p3 celeron cpu, the Wii cpu as it is now, is a HECK of a lot more powerfull then the xbox1 cpu, same goes for the gpu ( embedded memory ftw!)
also, yes this is realtime on the Wii:
http://www.filb.de/?option=news&aktion=komm&ID=397
and come on you've seen stuff like mario galaxy, they all look great, Wii is gonna be a great system.
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azzman
Posts: 4052
Location: Australiiiaaa , maate
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Posted: Wed, 2nd Aug 2006 03:10 Post subject: |
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that vid looks very nice , with those low specs the price is sure to be attractive
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Posted: Wed, 2nd Aug 2006 07:10 Post subject: |
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The vid does look very nice, this is probably the only next-gen console I'm gonna buy for awhile because I'm going to wait a little more than 1 year for GTA 4 to come out and then I'll probably buy the xbox 360 or the PS3 if the price has dropped.
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Posted: Wed, 2nd Aug 2006 10:50 Post subject: |
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AnimalMother wrote: | Jebus, on paper it's only mildly more powerful then the original xbox. I'm hoping this is fake because these specs are pathetic, even for a £150 console.
I'd like to know which videos have impressed you russ_beer, because I haven't seen any which impressed me yet. |
I thought Mario Galaxy, Red Steel, CAll of Duty 3, Zelda. Plus unless you are a graphics whore, you know (or expect) games like Wario Ware to be great even if they aren't too pretty.
It all comes down to playability for me, graphics are secondary, and Nintendo have never had a problem creating games with playability in bucketloads IMO, and games like zelda, mario, smash bros and wario ware will be fantastic, especially using the remote wand!
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Wed, 2nd Aug 2006 18:25 Post subject: |
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Mutantius wrote: | Well wasnt that the plan the whole time? |
Yeah, I ment to say rely on their unique titles more then ever. There are so many kids out there more interested in looks then substance (proof is this board itself) that it will hard for nintendo to convice 'em all to buy their console, especially with ps3 around the corner.
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upstart_69
Posts: 1094
Location: Right behind you!
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Posted: Wed, 2nd Aug 2006 23:24 Post subject: |
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Ditto on the last few comments. I mean if graphics were everything, I don't know why I'm not playing FEAR or HL2 or Prey right now, all of which I have the hardware to play at 60+fps. Or 360 which till I got the demo for saints row was a way underused piece of hardware. Instead I spend most of my gaming hrs playing a classic game from 1998 or a bunch of emulation games. I just think that most games that go for the prize graphics-wise usually tend to neglect great ways to keep us coming back. I can't think of one game that was the best looking 'for its time' drawing me back. Because all graphics loose their shine after awhile, but if gameplay is good, it stays good forever.
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upstart_69
Posts: 1094
Location: Right behind you!
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Posted: Thu, 3rd Aug 2006 08:31 Post subject: |
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Btw for the 'specs junkies', these specs have been already proved false of course, the nintendo will use mosys's 1T-SRAM again, not ddr memory( http://www.codenamerevolution.com/?p=1366 ). And many devs have talked about upgrades to the memory, so there will at least 100mb of the stuff, from the rumoured 88mb(which is more than twice the gc's 40mb). Anyways alot of the stuff listed is well known stuff, the rest some nerd prolly pulled out of his ass to feel like an insider.
Core i7 920 @ 3.8Ghz | 6GB OCZ DDR3 8-8-8-24 @ 1600mhz | eVga x58 Mobo | 2 x eVga GTX 460 SLI | Intel X25-M + 3x Seagate + WD Black = 2.75TB | X-Fi Titanium | PCP&C Silencer 750 | G15 KB | G5 Mouse | G35 Headset | Z-5500 Digital | Samsung T260HD
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Posted: Fri, 4th Aug 2006 16:32 Post subject: |
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meh, it's not the size of the boat, it's the motion of the ocean.
If I want to play a pc style game I'll use my pc. If I want to play a console game, I'll use my wii.
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