WiiGeePeeYou (Hollywood) what IS it ?

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At the end of thousands of pages, someone could gently explain what architecture has got this GPU? Is shader enabled? What improvement after mhz increasing has been made?
 
At the end of thousands of pages, someone could gently explain what architecture has got this GPU? Is shader enabled? What improvement after mhz increasing has been made?

Take every 2nd letter of every post's 5th word and combine them for the answer.
 
At the end of thousands of pages, someone could gently explain what architecture has got this GPU? Is shader enabled? What improvement after mhz increasing has been made?


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.

from an anyonymous developer
http://www.maxconsole.net/?mode=news&newsid=8802
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But I had a question about memory.

Is the 64mb that, supposedly can be accesed by both the GPU and CPU, similar to the 64mb unified architecture that the Xbox has?

64 MiB DDR SDRAM at 200 MHz. 6.4 GB/s
64 MB of unified memory, which game developers can allocate to the central processing unit and graphics processing unit as needed (This arguably makes the Xbox more flexible for game designers.)
 
This thread is so long I dont know if this was already posted/linked but just incase it wasnt:

Nikkei Electronics has measured chip areas of microprocessors and graphics LSIs mounted on the main boards of the "PlayStation 3" (PS3) and "Wii." As we removed heat spreaders stuck on the upper surface of respective product packages, we found their dice embedded with the interposers using flip-chip packaging.

With a micrometer caliper, the PS3's "Cell" microprocessor and "RSX" graphics LSI measured 19.0 x 12.0 mm (228 mm2) and 16.2 x 15.9 mm (258 mm2), respectively. The "Emotion Engine" and "Graphics Synthesizer" chips featured with the "PlayStation 2" (PS2) at its first release took 226 mm2 and 279 mm2, respectively. In other words, despite different design rules, core LSI chips in the PS3 and PS2 turned out to take almost the same chip areas.

After watching the Cell and RSX, the Wii's "Broadway" microprocessor chip looked surprisingly small. It measured only 4.2 x 4.5 mm (18.9 mm2). This is smaller than half the size of the "Gekko" microprocessor (43 mm2) incorporated in the "GameCube" at its first release.

Removing the heat spreader, we found the Hollywood was a multi-chip module packaging two chips. Of these two chips, a chip measuring 9 x 8 mm, which locates nearer to the external GDDR3 synchronous DRAM, seemed to be the SoC (development code name: Vegas) that integrates a graphics drawing circuit, a DRAM controller and a diversity of I/O circuits, and the other chip measuring 13.5 x 7 mm appeared to be the high-speed DRAM (development code name: Napa) based on MoSys (Monolithic System Technology), Inc.'s "1T-SRAM" technology. The "Flipper" SoC mounted on the first GameCube occupied 110 mm2.
http://techon.nikkeibp.co.jp/english/NEWS_EN/20061127/124495/
 
This really just confirms what we knew already, that Hollywood is considerably larger then Flipper considering the differing process technology used.
 
This really just confirms what we knew already, that Hollywood is considerably larger then Flipper considering the differing process technology used.


Does anyone know about the DSP? Is it just another Macronix Sound DSP?

Thier website sells embedded ICs.
 
What is the best power window to watch on?

A little rush joke there lol.
What tv style set would you say is the best to use for wii for resolution,dot pich, refresh rates? and all around best picture
also what type lcd,crt,dlp, plasma? whatever? oh and didn't nintendo say you would beable to use the wii on a computer monitor before ?
thank you
 
So, 113 pages of talk about the wii GPU, lots of speculation and nothing that really proves that the Hoolywwod chip is more powerfull or at all diferent than the Flipper one (excepto for the use of the GDDR3)???
 
So, 113 pages of talk about the wii GPU, lots of speculation and nothing that really proves that the Hoolywwod chip is more powerfull or at all diferent than the Flipper one (excepto for the use of the GDDR3)???

Both chips are indeed bigger/diferent (thus overall more powerfull), like I said before a updated Gekko at 90nm (the 750CL) is ~16mm^ and Broadway is ~19mm^, the same happens with the GPU that is at very least 2x as big as it should be and there is even that DSP inside the GPU that we dont know what it is for.

We just dont know what is new inside the chips (besides that it isnt new shaders) it can even not be (directely) gfx related at all.
 
So, 113 pages of talk about the wii GPU, lots of speculation and nothing that really proves that the Hoolywwod chip is more powerfull or at all diferent than the Flipper one (excepto for the use of the GDDR3)???

It proves that we still don't know.
We don't know if it is the same, nor do we know if it is different and by how much.
 
Both chips are indeed bigger/diferent (thus overall more powerfull), like I said before a updated Gekko at 90nm (the 750CL) is ~16mm^ and Broadway is ~19mm^, the same happens with the GPU that is at very least 2x as big as it should be and there is even that DSP inside the GPU that we dont know what it is for.

We just dont know what is new inside the chips (besides that it isnt new shaders) it can even not be (directely) gfx related at all.

yeah, we dont know whats in it, but im impressed what it can do

52141520061117_023943_7_big.jpg

Can anybody explain what kind of effects we are seeing here?

other stills:
http://www.jeux-france.com/news18154_pokemon-battle-revo-au-combat.html
 
Pokemon Battle Revolution seems to use quite a bit of indirect textures. If you go to Youtube, you can find hundreds of video of Pokemon battles recorded there. Rain dance looks very nice. PBR seems to spam indirect textures like crazy, and I'm not talking about heat waves from fire attacks--which looks gorgeous I might add. I remember reading some magazine trouting Red Steel as having some of the most realistic fires ever seen, but I think Pokemon's fire looks more realistic and better. Not to mention the fire in RS turned out to be pretty last gen looking.

Ok, for the sake of speculation, what do the experts here think a 2-3x Flipper can do? By that, I mean what are some of the overhyped (I use this term because before I visited this site, I thought effects like Bloom Lighting or HDR were super powerful effects--only to find out PS2 and GC can handle them) effects that the PS3 and 360 that the Wii probably can do just at a lower resolution? What do you believe the 360/PS3 can do that there's no way in hell the Wii GPU can do (besides HD, which we all know)?
 
Pokemon Battle Revolution seems to use quite a bit of indirect textures. If you go to Youtube, you can find hundreds of video of Pokemon battles recorded there. Rain dance looks very nice. PBR seems to spam indirect textures like crazy, and I'm not talking about heat waves from fire attacks--which looks gorgeous I might add. I remember reading some magazine trouting Red Steel as having some of the most realistic fires ever seen, but I think Pokemon's fire looks more realistic and better. Not to mention the fire in RS turned out to be pretty last gen looking.

Ok, for the sake of speculation, what do the experts here think a 2-3x Flipper can do? By that, I mean what are some of the overhyped (I use this term because before I visited this site, I thought effects like Bloom Lighting or HDR were super powerful effects--only to find out PS2 and GC can handle them) effects that the PS3 and 360 that the Wii probably can do just at a lower resolution? What do you believe the 360/PS3 can do that there's no way in hell the Wii GPU can do (besides HD, which we all know)?

There is a DSP on the GPU.It is used for what purpose?
 
That fire does look awfully snazzy.

If nothing else, it looks like Hollywood might have a really beastly fillrate compared to Flipper, which in and of itself would be a fantastic bonus.
 
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