More Wii Specs. Must be Another Day

Processor, GPU, fictional side notes...?

Posted by Staff
More Wii Specs. Must be Another Day
The Nintendo Wii has set records upon records in the Fanboy Imagination Olympics with every single day throwing up a fake, spoof, con and rumour perhaps every hour or so since it was announced.

This situation is without question, entirely down to Nintendo and it's protracted information striptease. The fact that the company is still at the pole and will be through two major game shows says it all.

Anyway, we've had Wii specs before. Loads of times. The recent ones posted by Max Consoles, following up our own, some official hints from Nintendo, plus IGN's rather rubbish grapevine developer speculation warrant as much attention as any, if only for the fact that they open up a decent path to discussion.

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 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 register 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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Comments

OptimusP 1 Aug 2006 08:49
1/2
Why fake.

Bandwiidth is far too small...GC Cpu had a bandwidth of 3.2 Gb/sec and the other bandwidths are also lower then the GC's. Nintendo loves having a lot of bandwidth...makes cutting loading times a lot easier.

DDR3? Eeeuh, why use DDR3 when you have extreme close contact with the maker of 1T-SRAM which is still 3-4 times faster then DDR3. it's like someone took 5 random set-ups that are likely, put them in a shotgun, shot the shotgun and then pieced togheter what he could.
soanso 1 Aug 2006 11:36
2/2
remeber at last year's E3 or was it the Tokyo games show? anyway, Remember they said that Wii would play dvd movies with the help of an add on.
Does it still play dvds? I've not read it mentioned for ages. I've not even read it in the mailbag bits of ign and such like.
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