Wii의 미공개 스펙(미확인 정보)
게임 정보 사이트 MAXCONSOLE에, 익명의 개발자로부터 얻었다는「Wii의 풀 스펙 리스트」정보가
게재되고 있습니다. 기존에 알려진 정보외에 약간 불확실한 정보도 있습니다만 그중 조금의 내용
을 정리해 게제해보면
- Wii의 CPU "Broadway"의 동작 클락은 729 MHz, 메모리 대역은 1.9 GB/초.
- GPU "HollyWood"는 243 MHz 구동. 기본적으로는 게임 큐브의 GPU와 같지만 1.5배 빠르다.
- 메인 메모리는 24MB+"MEM2"로서 64 MB의 GDDR3 메모리.
- 광학 디스크 드라이버는 듀얼레이어의 "Wii 디스크"와 GC디스크를 서포트. 읽기 스피드는 6배속
사양으로 싱글레이어시 4.7GB, 더블레이어시 8.51GB의 용량.
- Wii의 interface는 SD카드 슬롯, USB 2.0 포토×2, 무선 컨트롤러, 무선 LAN, GC컨트롤러 포트×4,
GC메모리 카드 포토×2, AV멀티 출력(아날로그).
이렇게 알려지고 있습니다만 정보에 대한 신빙성은 현재 불명. 기출의 부분도 많습니다만 상세한
리스트는 밑에 있습니다. 현재 불분명한 정보이므로 이렇다는 것만 참고하고 넘어가는 것이 좋을
듯 싶습니다.
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)
Revolution 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.
[engadget]
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[Wii하드] Wii의 미공개 스펙(미확인 정보) [61]
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