Unlikely. That would make it unnecessarily expensive for what it is.
Actually that is the max they can do and keep the same price of flipper (from 180 --> 90 they could have up to 12 Mgs and using 1T-Sram-Q they could double that).
Unlikely. That would make it unnecessarily expensive for what it is.
Actually that is the max they can do and keep the same price of flipper (from 180 --> 90 they could have up to 12 Mgs and using 1T-Sram-Q they could double that).
the following table gives the freq ratings of the various current 1T-sram products of mosys:
i think we can safely assume that hollywood uses the low-power version at 90nm*, which tops at 250MHz. so they could have not possibly quadrupled the GPU clock unless the whole thing moved to 65nm.Code:Product Family Max Frq (MHz) 180 nm High-Perf 250 Low-Power 125 130 nm High-Perf 350 Low-Power 150 90 nm High-Perf 450 Low-Power 250 65 nm High-Perf 600
now, re the "other" 64MB, they may be using the R variety, as from the same press release we know those are residing on their own chip.
PC IGPs are regularly clocked in the ~300MHz range.
* from that famous mosys press release we know wii uses 90nm 1T-sram all around.
I doubt Nintendo chose the low power memory, it would be a step backwards. The 24Megs in GC ran at 325Mhz, or does that have more to do with the clock rate of Hollywood. Remember in the Iwata interview, the goal is low-power/high performance.
yes, it has to do with hollywood's clock. and the fact that the low-power macro would fit in nicely while saving power with no assiciated drawbacks.
i think it all depends on whether the 24MB pool is on the same die as hollywood - if it is, then chances are you'd be right and the 1t-sram there could not be of the low-power type, as the latter could not meet the 24MB pool clock requirements. but with that said, i don't see the use of the low-power variety as a drawback, given it satisfies the original clock requirements. i.e. i don't see why the EFB and the tex pools on hollywood could not be of the low-power type, given this 1T-sram type handles the clock nicely. i can't seem to remember any drawback of the low-power version compared to the rest, aside from the lower clock ceiling *where is Li Mu Bai when one needs him?*
I don't really buy IGN's specs. They sound too much like "an aggregate of various things we've heard from various developers with various stages of the Wii devkit." I suppose those clockspeeds are right, but something seems shady about the 64/24 setup and the way it's consistently been described by IGN. I'm not saying it's actually 5x as powerful as X360, but I'm just not putting anything into those numbers.
How many times do I need to say that the two main processors are not the only thing in Wii that costs money? They don't give away Wifi technology and half-gigs of flash memory for free.
That 24 MB supposedly embedded.
Looking at that 24MB and 64 MB RAM config, to me it seems they have upgraded the A-RAM memory controller on Flipper probably into the same 1T-SRAM main memory controller. So that 64 MB segment replaces the Gamecube slow A-RAM. So it should have more functionality in Wii compare to Gamecube.
Nintendo has said they're making a profit on the wii
Wifi g cards can be bought for less than $20, and 512MB usb flash drives for around $10
Clearance prices don't reflect manufacturing & licensing costs. I can find a Radeon 9600XT 128 for $63 on Pricewatch. That in no way implies that anyone could manufacture the board and sell it for that much and still be profitable.
Unless you work for a company that fabricates computer hardware and have had to deal with the manufacture price of components yourself, I'm going to go on a limb and say you don't really have a clue how to tally up Wii production costs and get an estimate.
I believe the supposed 24 MB embedded RAM is probably not embedded, as like taking up transistors on the GPU die. as like 4 MB DRAM on GS, 3.12 MB 1T-SRAM on Flipper or 10 MB EDRAM daughter-die in Xbox 360.
24 MB embedded memory would take up close to ~200 million transistors, probably more transistors than the entire Wii CPU + GPU.
I believe the supposed 24 MB embedded RAM is probably not embedded, as like taking up transistors on the GPU die. as like 4 MB DRAM on GS, 3.12 MB 1T-SRAM on Flipper or 10 MB EDRAM daughter-die in Xbox 360.
I believe for Wii, it is like this; either 3.12 MB embedded in Hollwood (like Flipper) or a new *somewhat* larger amount embedded (but less than 10 MB).
then 24 MB external memory pool a.) and 64 MB external memory pool b.)
24 MB embedded memory would take up close to ~200 million transistors, probably more transistors than the entire Wii CPU + GPU.
with that said, I am hoping that Nintendo increased the external memory a little bit beyond 24MB+64MB.
128 MB would be nice.
but how did you come to this number?
It doesn't matter, even if they embedded 24 MB, the entire Holywood would still have less transistors than a single memory chip in either Xbox 360 or PS3, runs at lower clock too.
Perhaps you shouldn't think of it as the GPU with embedded 24 MB, but rather the 24 MB is embedded with a tiny GPU+IO.
One transistor per bit...
Afaik the other 64MB is GDDR (and with a bit more bandwith then the 24MB pool to boot).darkblu said:now, re the "other" 64MB, they may be using the R variety, as from the same press release we know those are residing on their own chip.
Afaik the other 64MB is GDDR (and with a bit more bandwith then the 24MB pool to boot).