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Old 08-01-2006, 08:12 AM   #1
Icarus4578
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Wii specs revealed!

Source ~ http://news.teamxbox.com/xbox/11459/...pecs-Revealed/
--------------------------------------------------------
An anonymous Wii developer has sent to MaxConsole the complete set of specs of the Nintendo Wii. Here are some highlights:

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.
----------------------------------------------------------------------
Source ~ 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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Old 08-01-2006, 08:19 AM   #2
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Colour me dissapointed... where is the info about the 3D projector stuff? Nintendo is doomed.
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Old 08-01-2006, 08:49 AM   #3
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3D projector stuff? :annoyed:
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Old 08-01-2006, 08:56 AM   #4
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You know those... hologram things... there even was a patent for it, where images of the game was coming from the sides of the TV... it's like having 3 screens rolled into one.

Or something like that. It's gonna take some getting use to. I can imagine a lot of gamers getting nausea from all of this projections being... projected.
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Old 08-01-2006, 11:49 AM   #5
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The wii isn't that cool looking but I'll buy one so I can test video games on it.
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Old 08-01-2006, 12:14 PM   #6
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Is there a confermation on these specs?

And secondly, does this stuff even matter to anyone but geeks?
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Old 08-01-2006, 12:21 PM   #7
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Quote:
Originally Posted by seraph830
Is there a confermation on these specs?

And secondly, does this stuff even matter to anyone but geeks?
I hear ya, I don't know what half the geek speak means on all these sytem specs, I wish somebody would just tell me in plain English what that means to me and does for me as a gamer compared to other systems.
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Old 08-01-2006, 12:51 PM   #8
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Quote:
Originally Posted by tpfkanep
Colour me dissapointed... where is the info about the 3D projector stuff? Nintendo is doomed.
the projector stuff was when they were guessing what the "revolution" would do... first they thought it was only 2 buttons............. then they thought it was so your tv was touch screen like the DS......... then they thought there would be 3D holograms!!

it was just a random guess by a couple of weird people!
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Old 08-01-2006, 01:03 PM   #9
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um....so....the wii has good graphics? or better than gamecube at least?
i didnt understand the geek speak :p hehe
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Old 08-01-2006, 01:38 PM   #10
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If I understand it all right the Wii is like a Xbox. Or GCN 1.5. If this is the example then I wouldn't unsderstand why it would cost more then $150 on launch.
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Old 08-01-2006, 01:40 PM   #11
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Because it's new, and innovative, and fun. Nobody can deny that.
Does GCN 1.5 imply its going to be 1.5X better than the gamecube?
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Old 08-01-2006, 01:48 PM   #12
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the new interface is the big part of that spec sheet, no need for blazing new graphics or hd...they are riding the controller

a spec sheet for the wii is useless.
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Old 08-01-2006, 01:50 PM   #13
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Originally Posted by Dane
Because it's new, and innovative, and fun. Nobody can deny that.
Does GCN 1.5 imply its going to be 1.5X better than the gamecube?
Weither its new or not. Its just new design on old tech. That should make it cheaper above anything else. But anyway, not to my knowlage. A GCN 1.5 would mean its on pair to the orignal Xbox. If my facts are right the GCN was only 20% behind to full potental power of the orignal Xbox. So a 1.5 would be a 50% power increase. Making the Wee on pair to the orignal Xbox if not maybe slightly over. Depends greatly on the inside tech. I'm just guessing here really.
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Old 08-01-2006, 01:53 PM   #14
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If thats right, it isnt goign to be much better than the original xbox graphics wise.
As long as nintendo, and its developers, take time to make games look and play nicely, then it's all good, no problem. It isnt all on graphics-thats where xbox went wrong on the 360.


EDIT: thanks, i like it

got it from google images. dont use it too, ill lose my individuality.... hehe:p

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Old 08-01-2006, 01:55 PM   #15
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im fine with graphics as long as their not blocky... like the N64..... as long as they are smooth and round thats all u need!

games werent made fore realism they were made for fun and entertainment
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