Slashdot Mirror


Nintendo Wii U Teardown Reveals Simple Design

Vigile writes "Nintendo has never been known to be very aggressive with its gaming console hardware and with today's release (in the U.S.) of the Wii U we are seeing a continuation of that business model. PC Perspective spent several hours last night taking apart a brand new console to reveal a very simplistic board and platform design topped off with the single multi-chip module that holds the IBM PowerPC CPU and the AMD GPU. The system includes 2GB of GDDR3 memory from Samsung and Foxconn/Hon-Hai built wireless controllers for WiFi and streaming video the gamepad. Even though this system is five years newer, many analysts estimate the processing power of Nintendo's Wii U to be just ahead of what you have in the Xbox 360 today."

24 of 276 comments (clear)

  1. well doh. keep it cheap and simple. by gl4ss · · Score: 5, Interesting

    that's the nintendo way. which device from them had a complicated board or cutting edge performance?

    --
    world was created 5 seconds before this post as it is.
    1. Re:well doh. keep it cheap and simple. by ericloewe · · Score: 4, Informative

      The N64 was definitely cutting edge, but hard to program and limited by its cartridges.

    2. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 4, Insightful

      which device from them had a complicated board or cutting edge performance?

      Nintendo 64 had cutting edge performance. 3D performance was better than most $2,000 computers at the time.

    3. Re:well doh. keep it cheap and simple. by Anonymous Coward · · Score: 4, Insightful

      Yes, your K6-2 450Mhz CPU released on the 26-Feb-1999 was faster than the N64 released in 1996.

    4. Re:well doh. keep it cheap and simple. by AlphaWolf_HK · · Score: 4, Funny

      I remember in nintendo power magazine, they had a long article that basically said cartridges were the space shuttle, and cd roms were snails. At the end of the article, they said that if anybody tells you that the future belongs to cd roms, you should tell them that the future doesn't belong to snails.

      Ironically, today their consoles perform at a snails pace compared to their competitors.

      --
      Careful with names containing L slashdot.org/~AiphaWolf_HK slashdot.org/~AlphaWoif_HK slashdot.org/~AiphaWoif_HK
    5. Re:well doh. keep it cheap and simple. by CastrTroy · · Score: 4, Interesting

      Actually, I was quite happy that Nintendo held on to cartridges one extra generation. The PlayStation used CDs and had atrocious load times. The GameCube also used proprietary CDs (not sure if it was due to the discs or some other reason) and had vastly superior load times compared to the PS2. That's one thing I've always liked about Nintendo is that they focused on getting load times to be short. Metroid Prime was beautiful in this respect. A vast landscape, and only briefly did it go into loading (when on the elevator) and then it almost wasn't even noticeable as it was almost part of the game. It was easily possibly to play Metroid for more than half an hour without running into an elevator. It only happened when they switch to a completely different landscape.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    6. Re:well doh. keep it cheap and simple. by Pinhedd · · Score: 4, Insightful

      They were absolutely right. PC games have required full installation for years, and consoles even require significant portions of many games to be installed to the hard drive first. Meanwhile, Flash/EEPROM based cartridges are functionally very similar to USB sticks and SSDs which are more ubiquitous than ever before.

    7. Re:well doh. keep it cheap and simple. by im_thatoneguy · · Score: 4, Informative

      You're joking, right? My PC at the time probably cost less than $1,000 and it had a K6-2 450MHz, a Matrox Millennium II and dual Voodoo II cards. I used to play Unreal at maximum settings on that thing. By comparison, the N64 was every bit the toy that it was meant to be.

      Ignoring for the fact that your computer came out years after the Nintendo 64...

      A voodoo 2 card cost $300. You had a Matrox Millenium II and 2x $300 cards which means you somehow managed after $200 for windows to find a barebones system for $200? Pray tell how you accomplished this feat AC.

    8. Re:well doh. keep it cheap and simple. by LordLimecat · · Score: 5, Interesting

      I also dont remember any substantial load times for any cartridge-based games. If you want a good comparison, compare the performance of Chrono Trigger on the SNES to the Chrono Trigger / Final Fantasy CD for the Playstation; every time you paused or had a battle on the PS version, you incurred a 30 second load time which made the game unplayable.

      There are a lot of benefits to discs, but there are also a lot of drawbacks-- notably, seek performance sucks compared to cartridge.

    9. Re:well doh. keep it cheap and simple. by Dahamma · · Score: 4, Informative

      and consoles even require significant portions of many games to be installed to the hard drive first.

      That's just not true. All Xbox 360 DVD-based games are required to run with minimal installation (and minimal patch size - though DLC is different, of course), so they will run even on systems with 4GB flash instead of an HDD. More recently they MS added support for installing the full game to HDD (which does make a big difference in load times) but it it's definitely not *required*.

      As for EEPROM-based cartridges, it's about cost. Materials for 9GB DVD is under $0.30. Manufacturing an 8GB cart would be somewhere between $5-10 to make (given 4GB 3DS carts are estimated at $3-5). That is a HUGE difference in margin when you sell a couple million of them. Even Nintendo gave up on the carts for the GC an Wii since it would be insane to leave that money on the table.

      Do you know (no matter what Nintendo tells people) what the *biggest* advantage to carts was over CDs/DVDs? Lack of piracy. But eventually Nintendo realized the cost of piracy was well under the cost difference from switching to optical media, so they did.

    10. Re:well doh. keep it cheap and simple. by interkin3tic · · Score: 5, Informative

      So you're saying a magazine called "Nintendo Power" may have been slightly biased in favor of Nintendo?

    11. Re:well doh. keep it cheap and simple. by chromas · · Score: 4, Insightful

      I wouldn't say all ways but:

      • 0: It had an awkward, giant and mostly empty controller with only one thumbstick, the plastic guts of which would rapidly wear, causing it to become wobbly and make it hard to dive after the rabbit in Mario64 because I can't run full speed anymore.
      • 1: Vibrations required an expansion back that itself required a battery instead of being console-powered and it took up the memory card slot (some (most?) games used internal storage, though) instead of using all the empty space in the controller (Sony got two motors and two sticks into a much smaller case).
      • 2: Inadequate cooling system that would cause it to hang.
      • D: Cartridges. Although they're the only system that gives decent boot time, they crap out when your kids swap them without turning the console off one too many times.
    12. Re:well doh. keep it cheap and simple. by zakkudo · · Score: 5, Informative

      I would hope that the initial DualShock controller would be an impovement on the N64s initial designs, after all it came out 2 years later. If you would like to read at similar stories, please research the six-axis controller and the Playstation Move.

      The N64 as a whole wasn't as durable of a system as I would have liked. But meh.

  2. Simplicity of design is an important factor by DreamMaster · · Score: 4, Interesting

    Of course, part of the problem is just how you define 'Just ahead of'. Part of the problem in the last cycle with the PS3 particularly, from what I undestand, was the complexity of developing the software for the multi-core Cell processor architecture. Even if the speed of the Wii U overall isn't much better overall, the fact that the architecture is simpler may make it easier for developers to wring better performance out of their games. The fastest system in the world isn't going to matter if it's so hard to develop for that you end up writing poorly performant code.

    We'll have to wait and see how well newly released titles post-launch are able to do with the new hardware.

    1. Re:Simplicity of design is an important factor by hairyfeet · · Score: 4, Interesting

      Well its a balancing act, make it too hard and many companies won't bother, same thing happened to Sega with the Saturn that was more powerful than the PS1 but didn't look it because it was a royal bitch to write games for. So you want to give yourself enough power that the system will look good 5 years from now (the typical life of a console before the downturn) but you don't want to make it so complex that nobody will put in the work but you.

      And if the rumors are true IBM and AMD are gonna be the winners next gen, because the rumor has all of the consoles using their GPU and at least one (PS4) using their APU, so no matter who wins IBM and AMD will be cashing the checks. I have to wonder if this isn't the reason that the Steambox is supposedly gonna have an Intel CPU/APU and an Nvidia GPU, I wouldn't be surprised if looking at being shut out of the next gen consoles that Nvidia offered a sweetheart deal to Valve to go green for their console.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:Simplicity of design is an important factor by robthebloke · · Score: 4, Interesting

      A trade off? Such as the a compiler that is so bug ridden, it failed to accept things such as "#define SIZE 10"? (which has since been fixed). Or, having three different threading API's, none of which worked together, and none of which actually worked properly? (requiring that we wrote our own). Or maybe, the cost of a mis-predicted branch causing a 8000 cycle CPU stall, made worse by the fact there was no branch predictor, which meant every line of existing code had to be re-written without branches? Or the lack of any decent development tools for years after launch? That wasn't a trade off, it was a disaster!

    3. Re:Simplicity of design is an important factor by goruka · · Score: 5, Informative

      Disclaimer: IALD (I am a Licensed Developer)

      Because of NDA I can't really say much, but i'd take developing for WiiU than for 360 or PS3 any day. The Hardware, APIs are much simpler and familiar. The hardware in WiiU is DX10 level, while 360 and PS3 are DX9 level with some extra stuff hacked on.

      Basically that means, besides the more friendly and flexible hardware, implementing most common rendering techniques can be done more efficiently. (OpenGL 3.x features, OpenCL).

      So it's not just about "raw performance". In contrast, DX11 level hardware (what will likely power PS4 or xb720), even if likely to be much faster, won't be that different to program for than WiiU.

  3. Yes and no... by Anonymous Coward · · Score: 5, Insightful

    Somewhat misleading. While the CPU power of the Wii U most certainly lies in the realm of what you see in the 360 (rumor is it's basically a 3 core, overclocked Wii processor), the video power is a decent step up. We're talking about a semi modern GPU that supports all sorts of bells and whistles none of the last gen consoles did. The Wii U will most certainly be left in the dust by the PS4/720, but the beautiful thing about it is that it should probably be able to play next gen multi-platform ports in 720p. Which will be fine for most people, as half the HDTVs out there are only 720p to begin with (and look just fine).

    1. Re:Yes and no... by gman003 · · Score: 4, Interesting

      Did you see some source I haven't? I've been scouring the net regularly for detailed specs on the Wii U, and as of right now, I can't find any reputable specs for the CPU or GPU.

      We do know that it's a POWER-based CPU, almost definitely POWER7, but it could be single-core for all we know (although the rumors seem to have settled on quad-core, with some level of SMT, with a clock speed in the 3GHz range). And the GPU seems to be a complete mystery, other than it being made by AMD.

      I'm not saying you're wrong, I'm more curious as to where you got that info so I can read it myself.

      I'll also note that, if the rumors are right, it basically confirms my "half-generation" hypothesis, that Nintendo is deliberately designing their consoles to be half a generation behind Microsoft/Sony, so they get lower hardware costs, better thermal bounds, and can just follow the architecture of the "winning" console instead of risking a less established architecture, but are still "close enough" to the current-gen to be competitive for the hardcore gamers, and are enough of an improvement on the last generation to entice their own customers to upgrade.

  4. Re:PS3 by larry+bagina · · Score: 4, Informative

    Depends how you measure it. Graphics are better but the 3-core PowerPC processor is weaker.

    --
    Do you even lift?

    These aren't the 'roids you're looking for.

  5. Re:PS3 by Anonymous Coward · · Score: 5, Informative

    Posting anonymously, just because.

    Speaking as a developer who's worked on the PS3, the Xbox 360 and the WiiU. The CPU on the WiiU has some nice things on it. But its not as powerful as the Xbox360 chip. I think N went to IBM and asked them: 'What's cheap to put on the chip?' and IBM said 'Well we have this sh*t that no-one wants.' and N said 'we'll take it.'. It does have better branch prediction than the PPCs in the PS3 and Xbox360.

    The Espresso chip doesn't have any sort of vector processing. It does have paired singles, but that's a pain, a real pain to use. The floating point registers are 64 bit doubles, so when people talk about paired singles I assumed you split the register in two. No the registers are actually 96 bits wide, its actually a double and a single. To load it you have to load in your single, do a merge operation to move that single to the upper 32 bits, and load in your second one. This makes the stacks explode, because to save a floating point register in the callee takes three operations, and 12 bytes no matter what.

    While the WiiU has 1 gig of RAM available to the game to use, the RAM is slow. The cache on the chip is also slow. We had tested out memory bandwidth between cache and main memory on the xbox360 and the WiiU. The main memory access on the Xbox360 is about 2x-4x times as fast as accesses the cache on the WiiU. Yes I mean that the external to the chip RAM on the Xbox360 is faster than the cache memory on the WiiU. I don't remember the full results but I think we figured out accessing the hard drive on the Xbox360 was faster than the RAM on the WiiU too.

    The optical drive is also slow. I don't know for sure but it feels like the same drive that went into the PS3. And on the PS3 we used the hard drive to cache things to improve load speeds. Without a hard drive on the WiiU we can't do that.

    I won't go into the OS, and the programming environment, but let me just say I hate programming for Windows, and I prefer programming on the Xbox360 to the WiiU.

    While the GPU in the WiiU is better (probably because ATI doesn't make anything worse these days), they don't have the CPU and RAM to back it up. Who knows maybe things will be better from launch, but I'm glad to leave the WiiU behind.

  6. Re:PS3 by LordLimecat · · Score: 5, Interesting

    I don't remember the full results but I think we figured out accessing the hard drive on the Xbox360 was faster than the RAM on the WiiU too.

    Forgive me if Im skeptical of an AC claiming that a company who has been creating consoles for 30+ years managed to make RAM slower than disk access. That would be basically impossible to pull off even if you were specifically trying to do so; theres about 3 orders of magnitude difference between the speed of the two.

    Cache vs RAM is also a bit hard to believe, but at least there youre only talking one or two orders of magnitude.

  7. Re:PS3 by cpct0 · · Score: 4, Interesting

    OP AC:
    I used to code for Wii. Haven't coded for WiiU. So I cannot tell, only extrapolating from what you are saying here.

    However, what you are giving as info is mostly the same than Wii used to have. I expected they kept full compatibility between the WiiU and the Wii, so they could emulate the system. That probably explains the chips.

    Your PS (Paired Single) experience is mostly what I would expect from a newbie assembly programmer. Sorry. Yes, it's very hard to code PSes but once you get the hang of it, it's very efficient.

    As far as your memory experience, I would expect the WiiU to use the equivalent from the Wii, meaning they have a very fast internal memory, and a cacheless external memory. It's powerful if you understand how to work its magic, and you need to know how to use caches or other accumulators to transfer data.

    Not saying it isn't a pain. It is. Especially if you want to code as a general purpose guy (big company), with compatibility on multiple platforms. Most multiplatform have one kind of memory, so it expects fast and efficient RAM for its whole game. However, if you code solely for the WiiU, and have a background in Wii or in GameCube, you'll feel right at home I'm sure. Read your comments, and it all rang bells.

    LordLimecat:
    It would make sense if the WiiU uses the same system than the Wii. Wii uses 2 kind of RAM, first one is very quick for random access, but you have very little of it. Second one is very quick for sequential write access, but horribly slow for random read access. Depending on tests, you can get magnitude of slowness in that kind of RAM on Wii. Now, I don't have experience in WiiU (and even if I did, I would keep this confidential, to be honest), but I do feel in a familiar place. :)

    -full disclosure- Work for EA, all info here was double-checked for availability in the likes of Wikipedia and Google. Opinions are mine.

  8. Re:PS3 by Anonymous Coward · · Score: 5, Funny

    >Work for EA
    I'm so sorry.