@Bill G4tes: Mit Bißchen überlegen kommt man da schnell selber drauf!
Wie alt ist die PS2/PSP Technik? 10 Jahre ungefähr und die Wii Technik ist nicht mal 1 Jahr alt!
Nach dem Mooreschen Gesetz verdoppelt sich die Prozessorleistung jährlich, selbst wenn es nur alle 2 oder 3 Jahre wäre, drei 3 bis 4 Verdopplungen hat selbst die Wii Konsole intus. Das entspricht dann der 8- bis 16-fachen Leistung.
Die PS3 hat laut Sony angeblich die 35-fache PS2-Leistung, was sogar im Bereich des Möglichen liegt!
Hier ein Interview mit einem Wii Developer der nicht auffliegen möchte:
"The following is an interview with an industry insider who had hands on with Wii sdk 2.1. I will NOT be posting the name of this source for obvious reasons so you can believe me or not believe what it said here is true. It's entirely up to you. With that said. Enjoy.
What benchmark tests have you seen exactly?
PPC Benchmarks for the Wii Cpu under Linux compared to the X360 and PS3 Cpu's... Infact I find it kinda funny that the Wii CPU is almost Equal to a Single Core of the the X360... Also the Wii GPU has about 1/3 the Cache of the X360... See a Trend?!? 1/3 seems to be a Magic Number when comparing Wii and X360... Don't take this to mean the x360 is 3 Times the Power of the Wii, as it's Not... The X360 is roughly 2 - 2.5 the Speed of the Wii overall... The PS3 is roughly the same as the x360 Benchmark wise, however It gets Insane Scores at Floating point Math due to the SPE units... Overall to compare the X360 CPU and PS3 CPU to a Computer I'd say roughly a 3.2Ghz Intel P4 (Non-DualCore)... The Wii is some where in the 2.4 - 2.6Ghz Intel P4 (Non-DualCore) Range...GPU benchmarks are being worked on but as so little is really known for the 3 GPU's in question I doubt the numbers will be accurate enough to be useful...Basically the PS3 is the Most Powerful but only if you program for the SPE's and that is Rather Hard...The X360 is Second, but once again you need to program for a 3 Core CPU (granted it's easier then Sony)...Finally the Wii, It's simple Single Core design with High Memory bandwidth and just enough ram to keeps things running smoothly... Over all a great machine, but just not what some people wanted...I feel the Wii is what is know as a "Lead-In Product"... That means it's breaks new ground in a Radical Fashion but can still fall back to a normal if needed (ie: the WiiMote is not required for all Games)... This is why there was no HUGE Leap in other Hardware... If the Wii had Failed, The loss due to Hardware heavy machine could have been very bad for Nintendo... However, now that we can see the Market is accepting the WiiMote, the Next Nintendo Console will include a Revised Version if it and also the Beefed Up CPU and GPU the others have wanted... The DS is a Lead-In Product, we have yet to see what Nintendo has learned from it though... Of course not all products of this Type do well (ie: VirtualBoy)...
Tell me about the dev kit
Basically it had plenty of Hardware info like the Memory Layouts for the GPU... We already knew that the 3 Megs was split into 2 Sections (Frame Buffer 2 Megs and Texture Cache 1Meg)Gpu and CPU can Copy it's contents to the 24 Megs Ram and Vice Versa, allowing for extended Graphics RAM or Texture Caching (and people wondered why 24 Megs of 1T-SRAM was On Chip)...Wii Dev kits have 128Megs instead of 64Megs of GDDR3 as Main Ram...Interesting Note: Inorder to make certain games Ran Smoothly in Finally Revision GC Dev Kits ran a Slower MHz then the Retail GC... 350~ compared to 485MHz...Even more Interesting : Mario Galaxy "Live Demo" that was Shown at E3 was run on a Modified GameCube, NOT Wii Hardware at all... Expect something BIG from this Title...(Editor Note: this interview was done before the newer Galaxy trailer was shown)The "Re-Birth" Demo is given in here as example Code and it is ONLY 32 Megs in Size for the REAL TIME Rendered Version...
So why do wii dev kits have 128MB's instead of 64?
It's breathing Room... It gives them room to make some pretty sloppy code and test it before trimming it down to fit the 64Megs of the Retail Unit... Uncompressed textures and Sound could also be used in testing...The GC Kits where very restrictive as they had less power then the retail, Nintendo fixed that this time around...
I read somewhere than the 750 CL could go as high as 1.1 ghz... so what is broadway clocked at?
Software Clocked at 729 MHz via the Bios.
So what can you tell me about the TEV unit in the Wii? Does it have any addition pipelines? Vertex shader support?
TEV is Basicly the Same... The GPU has twice the Pipelines now at 8... Tev makes up for this by allowing 16 Texturing Stages per Pipeline... Vertex Shader routines are handled by Tev just like Pixel Shader routines are...
Do you know for a fact that it(hollywood) now has 8 pipelines or are you going by the #@#%nintendo interview?
FACT, it's listed in the SDK."
MFG
McDaniel-77