Ce serait les specs de la Wii selon un document du devkit du 22 mars 2006:
"The Wii Hardware
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.
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. "
si c´est bien cela c´est vraiment surprenant, ils ont aparement vraiment osé se contenter de juste reprendre le hardware de la NGC avec un boost de frequence de 50%
le CPU est clairment le meme si l´on en croit les specs, donc le meme vieux G3 que la NGC avec les meme unité FPU a l´ancienne (pas de calcule vectoriel) et le meme cache 256ko mais a 729mhz (la frequence du CPU Xbox) et le GPU (integré au chip hollywood) est aparement aussi toujours le meme que la NGC et toujours avec ses 3Mo de buffer et donc meme pas la place de faire un veritable AA meme en SD comme les laissait deja entendre certain screenshot
la nouveauté c´est qu´ils ont integré les 24Mo de meme principale de la NGC directement dans le chip holywood mais ca n´a di´nteret que pour nintendo pour reduire les cout (en faite au final la partie NGC de la Wii va couter encore moins chere a produire que la NGC puisqu´il utilise de nouveau process et ont integrer la RAM dans le chip), cette memoire est la meme que la NGC, meme bus mais avec juste un boost de 50% en frequence et bande passente comme le reste du systeme
et pour ameliorer tout ca ils ont quand meme osé ajouter une memoire externe sous la forme aparement d´un seul et unique chip (lol) de 64Mo de GDDR3 500Mhz sur un bus 32bit (au lieu de 8 chip de GDDR3 64Mo a 700mhz dans la X360 par exemple) avec donc 4Go/s de bande passente donc encore extrement economique comme solution, 1 seul chip de RAM sur la carte c´est fort en terme d´economie, on avait jamais vu ca encore
cette memoire externe est utilisé comme les 24Mo par le CPU et le GPU donc en mode "Wii" y a 88Mo de RAM, en mode NGC cette GDDR3 servirait a simuler la A-ram de la NGC
et a cela faut ajouter un lecteur DVD seulement x6, fallait osé aussi (probablement que nintendo ne veulent pas d´une turbine dans leur console) et bien sur pas de son 5.1, pas de sortie video numerique...
certain detail me font pensé que c´est vraiment pas du pipeaux, au final c´est pas tellement superieur a une xbox mais 6 ans apres
si tout ca est bien juste alors ca serait abusé, vendre une NGC overcloocké en 2007 c´est surprenant, peut etre qu´ils ont l´intention de vendre la Wii a 100euros, je sais pas exactement ce qu´ils veulent, enfin on verra si ca ce confirme.
sous cette forme c´est claire qu´ils peuvent a mon avis la vendre 150 euros sans aucune difficulté voir meme 100euros si ils le voulaient vraiment avec un pue de perte ( mais je pense pas qu´il feront ce genre d´effort pas forcement utile vu que 150 euros c´ets deja tres peu, il attendront une baisse pour cela)
bon allez moi je vous laisse
@+
ils vont là vendre 200€ logiquement,comme le Cube
LightOwl
Ce serait une enfilade à 200 euros. Chez moi ce sera certainement 300$.
ça fait combien en euro à peu prés?150€?
150$can euros... 215$can environ.
Si tu me parles de 150$can en euros: environ 100$.
a tous le monde !
re-
la belle
la belle ?
tu vas bien ?
yep mais j´ai faim
et toi?t´as mangé je suppose
ouai j´ai mangée ^^
pourquoi ? tu ne peut pas manger ?
et au fait quoi de neuf ?
pardon pour les accords des verbes .... ![]()
si je peux^^ mais j´ai la flemme de me faire à mangé c´est pour ça
rien de neuf à part que je viens d´acquérir Capcom vs Snk 2 sur Dreamcast ![]()
à manger*
Fait attention !! il faut manger ^^
Tu l´as acheter ou télécharger ?
Capcom vs SNK 2 sur dream le pied total ![]()
on me l´a procuré^^(merci la mule
)
Ouai il est pas mal mais le design de certains perso colle pas avec celui des autres(Morrigan est affreuse
)
Je préfere Garou ou Street Fighters 3rd Strike
pff petit pirateur va !!
o0O0o >>>ouai je sais mais comme je suis tout seul chez moi je vais encore manger à l´arrache
(merci les pizzas
)