Wii specs revealed!
August 2nd 2006 00:21
If you're into numbers and specs, you'll drool upon reading this latest release on MAXCONSOLE. It contains the specifications for Nintendo's upcoming Wii console, and contains some interesting information as well as a heap of MHz figures.
"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."
Now, these numbers may seem low when you think of the X360's 3 3.2GHz processors, and the PS3's reputed Cell processor. However, it's necessary to understand that each of these are made under a different architecture, just like a computer's CPU is different, and because of this comparing MHz to MHz is like apples and oranges, really. Anyway, the Wii isn't meant to be the media powerhouse that the PS3 and the Xbox360 are - it's meant to play games, and little more. The games are going to be made to suit the processing capabilities, so it's not really a concern to me.
The article notes that the graphics processor of the Wii is the same as the Gamecube's, just with some extra grunt. This'll be nice for higher-resolution gaming, which is reputed to be a DVD-resolution-equivalent 480P. You've got to realise, though, that the Wii - and indeed Nintendo's whole design philosophy - isn't about pretty, shiny graphics in the same way that Microsoft's and Sony's console offerings are.
A common criticism of gaming recently has been essentially that it's the same thing over and over, except prettier each time. And that's not necessarily a bad thing on its own. When it impacts on gameplay - because the game devs are concentrating on prettiness rather than playability - it's a problem.
It's also good to see that the Wii can be connected to a computer monitor with a VGA cable in the same way that it can be connected to a TV, meaning those of us sitting in front of our sizeable screens that already have access to the 'net and TV broadcasts don't need to lash out on an expensive TV as well as the console itself. This fits in well with the console's widescreen support, again broadening the market for it.
"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. "
I like the idea of starting the console by putting a disc into the slot-loading drive. The less buttons there are to press, the better. As expected, Gamecube discs are fully supported by the same drive.
"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 USB-to-LAN adapter will be a boon for anyone with a broadband connection, but without a wireless router. Sure, ideally you'll have wireless 'net access so that there'll be even less cables, but it's nice to see Nintendo realises that not everyone is willing to splurge on an expensive router for the luxury of 'net access on what is still essentially a gaming console.
The full Gamecube compatability is great to see confirmed. This means that instead of having both a 'Cube and a Wii, you can have the one product that functions as both. It raises some interesting questions, though. Will the Wii version of Twilight Princess be able to be played in Wii mode AND GC mode? It'll be interesting to find out.
The software development kit's similarity to the Gamecube's is good to see. Hopefully, this'll mean that GC games that could potentially take advantage of the new Wii control system can be easily ported across. Also, it means that developers will already be largely familiar with the system and coding games quickly and properly will be easier.
It's exciting to see the possibility of further extensions for the control interface, too. Hopefully we'll get something even more interesting than the Wiimote, or possibly something even DK Bongo-esque.
"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. "
Nothing really new here, mostly just confirmation and expansion of what we already know. I like the inclusion of a buffer that averages out input - basically eliminating small unconscious hand shaking (from all the adrenaline, of course).
Looks to be a fantastic console. I just hope it continues to be as innovative throughout its life as it starts off as.
A quick reminder to all the Australian users who don't know this already, but you can pre-order the Wii at Toys'R'Us, and get a free game with your console purchase as an incentive. Now, Wii Sports will most likely be included with the console, so hopefully Toys'R'Us will include a second game of the buyer's choosing.
See you all again soon!
"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.
- The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster."
Now, these numbers may seem low when you think of the X360's 3 3.2GHz processors, and the PS3's reputed Cell processor. However, it's necessary to understand that each of these are made under a different architecture, just like a computer's CPU is different, and because of this comparing MHz to MHz is like apples and oranges, really. Anyway, the Wii isn't meant to be the media powerhouse that the PS3 and the Xbox360 are - it's meant to play games, and little more. The games are going to be made to suit the processing capabilities, so it's not really a concern to me.
The article notes that the graphics processor of the Wii is the same as the Gamecube's, just with some extra grunt. This'll be nice for higher-resolution gaming, which is reputed to be a DVD-resolution-equivalent 480P. You've got to realise, though, that the Wii - and indeed Nintendo's whole design philosophy - isn't about pretty, shiny graphics in the same way that Microsoft's and Sony's console offerings are.
It's also good to see that the Wii can be connected to a computer monitor with a VGA cable in the same way that it can be connected to a TV, meaning those of us sitting in front of our sizeable screens that already have access to the 'net and TV broadcasts don't need to lash out on an expensive TV as well as the console itself. This fits in well with the console's widescreen support, again broadening the market for it.
"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. "
I like the idea of starting the console by putting a disc into the slot-loading drive. The less buttons there are to press, the better. As expected, Gamecube discs are fully supported by the same drive.
"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 USB-to-LAN adapter will be a boon for anyone with a broadband connection, but without a wireless router. Sure, ideally you'll have wireless 'net access so that there'll be even less cables, but it's nice to see Nintendo realises that not everyone is willing to splurge on an expensive router for the luxury of 'net access on what is still essentially a gaming console.
The full Gamecube compatability is great to see confirmed. This means that instead of having both a 'Cube and a Wii, you can have the one product that functions as both. It raises some interesting questions, though. Will the Wii version of Twilight Princess be able to be played in Wii mode AND GC mode? It'll be interesting to find out.
The software development kit's similarity to the Gamecube's is good to see. Hopefully, this'll mean that GC games that could potentially take advantage of the new Wii control system can be easily ported across. Also, it means that developers will already be largely familiar with the system and coding games quickly and properly will be easier.
It's exciting to see the possibility of further extensions for the control interface, too. Hopefully we'll get something even more interesting than the Wiimote, or possibly something even DK Bongo-esque.
"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. "
Nothing really new here, mostly just confirmation and expansion of what we already know. I like the inclusion of a buffer that averages out input - basically eliminating small unconscious hand shaking (from all the adrenaline, of course).
Looks to be a fantastic console. I just hope it continues to be as innovative throughout its life as it starts off as.
A quick reminder to all the Australian users who don't know this already, but you can pre-order the Wii at Toys'R'Us, and get a free game with your console purchase as an incentive. Now, Wii Sports will most likely be included with the console, so hopefully Toys'R'Us will include a second game of the buyer's choosing.
See you all again soon!
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Expect around AU$350 or so, and an end-of-October / start-of-November release date.
We'll know it all for sure in early September, though.
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