updated Nintendo Wii specs - pinch of salt needed

  • Thread starter Thread starter AirRaid Mach 2.5
  • Start date Start date
A

AirRaid Mach 2.5

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/rumored-wii-specs-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.
 

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.
 
El Guapo said:
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.
 
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.
 
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?
 
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.
 
Guest said:
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
 
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

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/rumored-wii-specs-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.
 
Chris F said:
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.

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 bullshit
controller over high powered graphics.
 
Relic said:
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.
 
Chris F said:
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?

See buddy, the gameplay on the other systems is just fine. If they did not
have great gameplay, they would not have sold. Just because Nintendo
chose(or had no choice) but to focus on a controller does not mean that it
is makes for better gameplay. That has yet to be proven. I doubt that it
could offer BETTER gameplay, maybe just different. That being the case, as
I said before they should have just released a new controller for the GC
instead of trying to sell the GC again. Now I see how Nintendo is so
profitable - always selling the same OLD shit.
 
Mantorok said:
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

I guess that would be the newly revised excuse for the Wii? You know those
sellers in stores love to discourage people from buying certain things. You
can bet that they will tell people it is just a GC in another package.
 
Guest said:
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 bullshit
controller over high powered graphics.

I believe you'll find quite the opposite; he assumes you're a child who
gives a **** about bullshit high powered graphics over a controller. And
who are we to argue?

Sorry, couldn't resist the one.....
 
Guest said:
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.

I've been seeing a lot of developer comments that prove otherwise.
Developers and publishers seem very excited at the idea of having a machine
they can just create games for without having to push the technology
envelope. They also like the idea of inventing new gameplay mechanics that
can't be done with traditional controllers, something they can really focus
on thanks to the fact that the system won't require a huge investment in
graphics R&D. That's already happened with the new Rayman game, where they
are now focusing on the Wii version over the others, because of the
controller.
 
Guest said:
See buddy, the gameplay on the other systems is just fine. If they did
not have great gameplay, they would not have sold. Just because Nintendo
chose(or had no choice) but to focus on a controller does not mean that it
is makes for better gameplay. That has yet to be proven. I doubt that it
could offer BETTER gameplay, maybe just different. That being the case,
as I said before they should have just released a new controller for the
GC instead of trying to sell the GC again. Now I see how Nintendo is so
profitable - always selling the same OLD shit.

Different is good.

Selling the Gamecube with a new controller add on would be stupid. That
kind of thing just doesn't work. The new console is slick looking, and has
some built in stuff that is very nice (wireless internet & controllers, SD
card interface, Gamecube ports, 24 hour internet connectivity) that will
definitely help to sell it. It's also more powerful than the Gamecube, no
matter how you look at it.
 
Guest said:
I guess that would be the newly revised excuse for the Wii? You know
those sellers in stores love to discourage people from buying certain
things. You can bet that they will tell people it is just a GC in another
package.

Right... that's why nobody buys the DS, because retail workers are out there
telling everybody it's just a GBA with two screens.

I think that unlike the Gamecube, the Wii will actually be a popular item
for retailers to push. It's clearly different from the other two consoles,
which is a good thing from the retailer's perspective. It gives them an
opportunity to broaden the overall market they reach with their game
consoles and games.
 
I believe you'll find quite the opposite; he assumes you're a child who
gives a **** about bullshit high powered graphics over a controller. And
who are we to argue?

Sorry, couldn't resist the one.....

You should have....
 
El Guapo said:
Right... that's why nobody buys the DS, because retail workers are out
there telling everybody it's just a GBA with two screens.

I think that unlike the Gamecube, the Wii will actually be a popular item
for retailers to push. It's clearly different from the other two
consoles, which is a good thing from the retailer's perspective. It gives
them an opportunity to broaden the overall market they reach with their
game consoles and games.

What ever you say. You come with excuse after excuse. What will your
excuse be if the Wii flops?
 
Guest said:
What ever you say. You come with excuse after excuse. What will your
excuse be if the Wii flops?

What would anybody need excuses for? Either Nintendo's new direction in
consoles works, or it doesn't. At this point if it flops it will be because
Nintendo was wrong about what people want. If it succeeds then it proves
that they were right. About the only thing left to possibly screw up is the
price or the advertising, but I think they'll be OK there. It should be
inexpensive enough for anybody to buy, and if their ad campaign is as good
as it has been with the DS they'll be in good shape. I don't like the name
and I think it was a big mistake, at least for the NA/UK market, but it can
definitely be overcome if they do everything else right.
 
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