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Old 14-Feb-2007, 22:14   #4
meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,672

Ok, I never want to do that again. I need to forget that thread or I'll have nightmares about it... Another thing I want to point out beforehand: this is just the bare summary and I tried to stick to the "facts" as close as possible

I'll start off with the hard facts (100% confirmed), followed by the nearly 100% confirmed (if possible I'll try to cite multiple sources). So let's start:

A look inside Wii

Wii dismantled:

Nikkei article (thanks to Mmmkay)

From the article:
Broadway - 4.2mm × 4.5mm (18.9mm2)

GPU - 9.0mm x 8.0mm (72mm2)
1T-SRAM - 13.5mm x 7.0mm (94.5mm2)
compared The "Gekko" (CPU) in the first GameCube occupied 43mm2.@ 180nm
Flipper 110 mm2@180nm


source Goto article on future revisions; see also

64 MB GDDR3 + 24 MB 1T-SRAM + embedded RAM (most likely 3 MB like Flipper)
Specs of the GDDR3 (found by zeckensack)

Originally Posted by Maxconsole Net
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.


* "Broadway based on Gekko" & customized 750CXe; theafu claims to have insider knowledge and it's a 750CL LINK; my money is on Goto, though

Maxconsole Net
Maxconsole Net's specs
Note: the maxconsole net specs have been backed up by at least 2 other sources (
Different source backing up the Max Console specs).
Originally Posted by Maxconsole Net
• 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 designed by ATI
embedded DRAM

* GPU lacks shaders -> TEV texture combiners

Maxconsole Net
Originally Posted by Maxconsole Net
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.
Engadget (Comments section)
Different source backing up MaxConsole
* GPU has no shaders, fixed function, nothing new (it is an upgraded flipper)
Matt from IGN also pointed to no shaders (Disclaimer: It's Matt!)

so far we've also seen dithering problems in Wii titles -> GCN legacy 24bit incl. alpha???. See post here

about the TEV
Old GCN article on the features of the TEV
old thread on TEV with comments from ERP
Ingenu post with old Flipper patents incl TEV
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