IBM "Broadway" 512Mb GDDR3 Qimonda
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1 ffl Wii architecture ffl Wii components ffl Cracking Open" the Wii 20 1 CMPE112 Spring 2008 A. Di Blas 112 Spring 2008 CMPE Wii Nintendo
2 ffl Architecture very similar to that of the ffl Fully backwards compatible with Game- ffl Approximately 1.5 to 2 times faster than the ffl Few details available 20 3 CMPE112 Spring 2008 A. Di Blas Wii architecture Architecture GameCube Cube. GameCube
3 20 4 CMPE112 Spring 2008 A. Di Blas Wii architecture Wii System architecture Napa ATI "Holliwood" 24MB Mem 1 T SRAM Audio DSP Bluetooth Trans. Broadcom 3MB edram (FB) GPU Vegas I/O, Mem CTRL "Starlet" ARM core (?) IBM "Broadway" PowerPC WiFi Transceiver Broadcom 16 Mbits SDRAM Elpida Video Audio Video Encoder 512Mb GDDR3 Qimonda 4Gb NAND Flash Samsung Optical Disk
4 ffl CPU: PowerPC-based "Broadway" processor, ffl GPU: ATI "Hollywood" GPU, 90 nm CMOS, ffl Broadcom BCM4318 Wi-Fi/Ethernet trans. ffl Broadcom BCM2045 Bluetooth device con- ffl Audio/video Encoder 20 5 CMPE112 Spring 2008 A. Di Blas Wii architecture Wii system blocks: Processors 90 nm SOI CMOS, 729 MHz 243 MHz. MCM module made of 2 chips: Vegas": GPU, 3MB embedded DRAM for memory and framebuffer, I/O and texture memory controller Napa": 24 MB of 1-T SRAM, Audio DSP Starlet": an ARM 926 core (where?) nected via USB (remotes)
5 ffl 24 MB 1T-SRAM integrated into GPU ffl 64 MB "external" GDDR3 SDRAM ffl 3 MB embedded GPU texture memory and framebuffer ffl 512 MB NAND Flash memory 20 6 CMPE112 Spring 2008 A. Di Blas Wii architecture Wii system blocks: Memories
6 20 7 CMPE112 Spring 2008 A. Di Blas Wii components Wii CPU IBM Broadway", evolution of the IBM Gekko" from the GameCube, based on the PowerPC 750CX. Very few official details have been released to the public by Nintendo or IBM. IBM Gekko":
7 ffl PowerPC G3 based 3-way superscalar RISC core at 485 MHz ffl 32-bit Integer unit ffl 64-bit double precision FPU, usable as 2 32-bit SIMD for 1.9 GFLOPS ffl Roughly 50 new SIMD instructions, geared towards 3D graphics ffl 64-bit enhanced 60 bus to GPU/chipset at 162 MHz clock with 1.3 GB/s ffl 64 KB 8-way associative L1 cache (32/32 KB instruction/data). 256 KB ffl 1125 D-MIPS (dhrystone 2.1) ffl 180 nm IBM six layer, copper-wire process. 43 mm die ffl 1.8 V for logic and I/O. 4.9 W dissipation ffl mm PBGA package with 256 pins 20 8 CMPE112 Spring 2008 A. Di Blas Wii components IBM Gekko specs peak bandwidth on-die, 2-way associative L2 cache
8 ffl PowerPC core at 729 MHz, in-order, six-way superscalar One system register unit ffl Bus to main memory: 243 MHz, 64 bits (1.9 GB/s peak) ffl 32-KB 8-way set-associative L1 instruction cache ffl 32-KB 8-way set-associative L1 data cache (up to 16 KB scratch pad) ffl DMA unit with 15-entry DMA request queue ffl Write-gather buffer for writing graphics command lists to the GPU ffl Internal 256-KB 2-way set-associative L2 integrated cache 20 9 CMPE112 Spring 2008 A. Di Blas Wii components IBM Broadway specs Two 32-bit integer units (IU) One FPU: SP, DP, 2xSP. Fixed-point to FP conversion on the fly. One branch unit supports static and dynamic branch prediction. One load/store unit
9 ffl Very few official details have been released by Nintendo, ATI, or IBM. ffl A simple revision of the 162 MHz Nintendo GameCube GPU, just clocked ffl Multi-chip Module (MCM) made of: ffl But also has an embedded ARM 926 core, Starlet CMPE112 Spring 2008 A. Di Blas Wii components Wii GPU: ATI Hollywood" 50% faster Vegas (similar to GameCube Flipper") Napa (similar to GameCube Splash")
10 20 11 CMPE112 Spring 2008 A. Di Blas Wii components Hollywood (and Broadway) under the cover Broadway (left) and Hollywood (right) with Vegas (above) and Napa (below).
11 20 12 CMPE112 Spring 2008 A. Di Blas Wii components Another MCM: Intel's Quad Core Core 2 Extreme
12 ffl Graphics pipeline ffl 3 MB embedded DRAM for textures (same as GC) ffl With 24 MB of external graphics memory (on Napa) (same as GC) ffl I/O and memory controller CMPE112 Spring 2008 A. Di Blas Wii components Wii GPU: Vegas 243 MHz clock (GameCube 162 MHz) Unknown number of vertex and pixel pipelines DirectX 7 with some DirectX 8 extensions Fixed-function pipelines or very limited programmability
13 ffl Hi-speed DRAM, 486 MHz Already used in the GameCube ffl 486 MHz ffl 3.9 GB/s peak bandwidth between Vegas and memory on Napa CMPE112 Spring 2008 A. Di Blas Wii components Wii GPU: Napa 24 MB of 1-T SRAM, from MoSys. About half the size of 6T-SRAM, than half the power. less
14 ffl ARM926 core ffl AES and SHA-1 hardware engines ffl Boot ROM ffl OTP key/hash area CMPE112 Spring 2008 A. Di Blas Wii components Wii GPU: Starlet
15 ffl NAND Flash memory access, filesystem ffl DVD subsystem ffl Authentication (RSA, EC, SHA1, HMAC-SHA1) and ffl USB HCD (generic USB interface), Keyboard driver, Ethernet driver ffl WiFi ffl TCP/IP ffl SD card ffl GPIO (Sensor bar, drive LED, power LED, etc) ffl Audio/Video encoder (I2C) bus CMPE112 Spring 2008 A. Di Blas Wii components Starlet: Functions encryption/decryption (AES, RSA, EC)
16 ffl WiFi = IEEE b Direct Sequence ffl 5-layer TCP/IP model: CMPE112 Spring 2008 A. Di Blas Wii components WiFi/Ethernet chip 5 : Application layer (HTTP, FTP, DHCP, SSH, etc.) Layer 4 : Transport layer (TCP, etc.) Layer 3 : Network/Internet layer (IP, etc.) Layer 2 : Data link layer (WiFi, Ethernet, ATM, Bluetooth, etc.) Layer 1 : Physical layer (Ethernet physical layer, Bluetooth physical Layer RS-232, twisted-pair, etc.) layer,
17 ffl Bluetooth is used for short-distance communication (remotes) ffl Bluetooth = wireless USB ffl WiFi = wireless Ethernet CMPE112 Spring 2008 A. Di Blas Wii components Bluetooth/USB chip
18 ffl Optical Disc Drive (ODD), single and dual layer Wii disks ffl Maximum read speed 7.9 MB/s (DVDx6) ffl 12 cm Wii optical disk: 4.7 GB single layer, 8.5 GB dual layer ffl 8 cm GameCube disk supported ffl DVD video optional CMPE112 Spring 2008 A. Di Blas Wii components Optical disk
19 20 20 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: All parts From TechRepublic.com
20 20 21 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Top open From TechRepublic.com
21 20 22 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: GameCube connectors From TechRepublic.com
22 20 23 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: WiFi antennas From TechRepublic.com
23 20 24 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Optical drive From TechRepublic.com
24 20 25 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Optical drive main chip From TechRepublic.com
25 20 26 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Motherboard From TechRepublic.com
26 20 27 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Motherboard without heat sink From TechRepublic.com
27 20 28 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Other side From TechRepublic.com
28 20 29 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The NAND flash From TechRepublic.com
29 20 30 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The audio-video encoder From TechRepublic.com
30 20 31 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: Bluetooth chip From TechRepublic.com
31 20 32 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The CPU From TechRepublic.com
32 20 33 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The GPU From TechRepublic.com
33 20 34 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The GDDR3 From TechRepublic.com
34 20 35 CMPE112 Spring 2008 A. Di Blas Cracking open the Wii Cracking open the Wii: The voltage regulator From TechRepublic.com
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