| shams said: The Wii has a quite different memory layout as well. The 1T-SRAM that the Wii uses internally is lightning fast, has no delays - and has a significant bus route to the VRAM. I think program code + textures (guess) reside in this part of memory. Its biggest advantage is high memory density, and very low power consumption (using 1 "transistor" instead of 6 - in normal SRAM). It also has a 3MB VRAM/texture cache - no idea if system memory (the 1T-SRAM) can be used as a substitute for VRAM in any form). This small VRAM is my biggest criticism of the design - give it 8MB or 16MB, and its a much more versatile and powerful device. The VRAM is embedded within the GPU (internal memory), while I believe the 1T-SRAM is embedded within the CPU (may be wrong here - Wiki says GPU?) - making it very fast and small to manufacture. It also has a "normal" 64MB of external memory (much slower, wait states, etc..) that can be used as a cache, sound, game data and so on. As always, Wikipedia is a great place for info: Wii specs: http://en.wikipedia.org/wiki/Wii#Technical_specifications GC specs (Wii definitely based around): http://en.wikipedia.org/wiki/Nintendo_GameCube#Central_processing_unit ...etc... |
Other things to consider are that the die size of the Hollywood and Broadway is half the die size of the Flipper and Gekko even though the move from the 180nm process to the 90nm process should have quartered the processors; this implies that the Hollywood and Broadway have (roughly) twice as many transistors as the Filpper and Gekko.
The most likely improvements to the Broadway processor is a larger level 2 cache, a faster bus, and the addition of a few specialized instructions; this would result in far fewer cache misses, less of a performance hit from a cache miss, and generally a much more efficient processor.
Personally, I believe that Nintendo doubled the number of pixel pipelines on the Hollywood processor moving to 8 pixel piplines with 1 texture unit each, and improved the TEV unit; this would have (combined with the clock speed increase) trippled the pixel and texel performance, and would have boosted the Wii's ability to do texture and lighting effects.
Regardless of whether people agree with my analysis or not, the most telling thing about how well the Wii performs is that it has games which look as nice (or better) than many Gamecube games that were struggling at 30fps while the Wii games are locked at 60fps. If you took a company which really understood the design of the Gamecube/Wii (like Factor 5), that wanted to push the Wii as hard as they could at 30fps, they would be able to produce something fairly impressive.









