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Wii Technical Specification


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#1 Du5t1n

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Posted 31 July 2006 - 01:38 PM

MaxConsole brings us the latest in Nintendo Wii technical specifications. Much of which has never been seen before! Follow the jump for more details on the Wii overall and individual components, CPU, GPU, controller, etc.

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.

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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

• 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 Gingerlink

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Posted 31 July 2006 - 03:05 PM

the problem is i need someone to explain most of the more detailed parts of these and I don't trsut this entirely either, for one thing they're not official from nintendo and are still from a dev kit before the actual console has really started manufacturing, ok it probabbly has by now, but still...

i should really think more when finding stuff like this though, this is the 2nd time recently i've found something, not posted it, then it's been posted a day or 2 after i found it and now i feel guilty :embarrassed:

#3 psychosiss

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Posted 31 July 2006 - 03:28 PM

the problem is i need someone to explain most of the more detailed parts of these and I don't trsut this entirely either, for one thing they're not official from nintendo and are still from a dev kit before the actual console has really started manufacturing, ok it probabbly has by now, but still...

i should really think more when finding stuff like this though, this is the 2nd time recently i've found something, not posted it, then it's been posted a day or 2 after i found it and now i feel guilty :embarrassed:

Don't feel bad, I didn't even find this news. At least you did...


And I don't fully understand all of it anyway. Big words confuse me :embarrassed:






(not really)

#4 Gingerlink

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Posted 31 July 2006 - 03:35 PM

• Supports these bus pipeline depth levels: level 2, level 3, and level 4


now that just sounds stupid....

#5 SirPhilip

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Posted 31 July 2006 - 04:51 PM

man that's alot of stuff in a small system like the Wii :blink:

#6 harryk

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Posted 01 August 2006 - 05:01 AM

Sounds okay, although I would have expected a little bit more. On the other hand, we get incredible controllers, and that's what counts.

But where did they even get this info? I thought Nintendo didn't want to release anything...

#7 Gingerlink

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Posted 01 August 2006 - 07:42 AM

they're not offical, they're "leaked" so this is from some smart ass developer who's got a dev kit...so
a) It could be all correct
B) They could be lying
c) They actually have no idea

as well as numerous others

notice, they didn't even have direct access to the CPU and GPU either...

#8 psychosiss

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Posted 01 August 2006 - 11:00 AM

<_< They BETTER change the controllers batteries, to A battery. That would be completely STUPID to have it take only AA batteries. If they are truly smart, then they will put a rechargable battery in it instead.

#9 Gingerlink

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Posted 01 August 2006 - 12:19 PM

what?!?!?!

AA is the most versitile battery type i know, really easy to find rechargable AA's too....AAA can just get annoying..
I don't think I've really ever seen A batterys, let alone used them....

#10 harryk

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Posted 01 August 2006 - 03:42 PM

If this is bogus, I just hope this doesn't spread over the internet. Tech specifications make the system look weak. Not that I would care; but you know the nintendo opponents...

Rechargeable batteries would be nice; like with a loading station on the console; so you would never have to worry about the batteries. Ok, a remote control which belongs *on* the console would be stupid :embarrassed: