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IGN reveals new Revolution Specs?

Revolution's Horsepower
Studios give us the inside scoop on the clock rates for Broadway and Hollywood. How do the CPU and GPU stack up on paper?
by Matt Casamassina
March 29, 2006 - Nintendo president Satoru Iwata has said that his company is not interested in waging a technology war against Microsoft and Sony, whose next generation consoles promise more power and in turn high-definition graphics. The Big N's still-codenamed Revolution system is in contrast designed to be quiet, small and affordable. Nintendo has invested millions in an innovative new controller that has the potential to permanently change the way people play games - for the better, the company hopes. As a result, players would be hard-pressed to find any Nintendo executive willing to go on the record about Revolution technical specs. In fact, former Nintendo of Europe marketing chief, Jim Merrick, indicated in an interview last year that the company may never divulge details on Revolution's horsepower to the public.
Obviously, Nintendo is unable to take the same approach with game studios, many of whom are currently working with Revolution development hardware and in possession of finalized system specifications. IGN Revolution is in regular contact with software houses making titles for Nintendo's new generation system. Last year we relayed to our readers initial system specs based on insider reports. Today, we present updated information on Revolution's "Broadway" CPU and "Hollywood" GPU, which are provided to Nintendo by IBM and ATI respectively.
For today's report we spoke to a variety of trusted development sources, all of whom are in possession of Revolution development hardware - some more finalized than others. The studios who updated us with this information have asked to remain anonymous for obvious reasons, but we can verify that the specifications forwarded to us are current and come by way of either official Nintendo documentation or benchmark tests with working Revolution kits.
Insiders stress that Revolution runs on an extension of the Gekko and Flipper architectures that powered GameCube, which is why studios who worked on GCN will have no problem making the transition to the new machine, they say. IBM's "Broadway" CPU is clocked at 729MHz, according to updated Nintendo documentation. By comparison, GameCube's Gekko CPU ran at 485MHz. The original Xbox's CPU was clocked at 733MHz. Meanwhile, Xbox 360 runs three symmetrical cores at 3.2GHz.
Nintendo's Revolution console, as seen on-display at the Game Developers Conference 2006
Clearly, numbers don't mean everything, but on paper Revolution's CPU falls performance-wise somewhere well beyond GameCube and just shy of the original Xbox. However, it's important to remember that the CPU is only one part of the equation.
Revolution's ATI-provided "Hollywood" GPU clocks in at 243MHz. By comparison, GameCube's GPU ran at 162MHz, while the GPU on the original Xbox was clocked at 233MHz. Sources we spoke with suggest that it is unlikely the GPU will feature any added shaders, as has been speculated.
"The 'Hollywood' is a large-scale integrated chip that includes the GPU, DSP, I/O bridge and 3MBs of texture memory," a studio source told us.
The overall system memory numbers we reported last December have not greatly fluctuated, but new clarifications have surfaced. Revolution will operate using 24MBs of "main" 1T-SRAM. It will additionally boast 64MBs of "external" 1T-SRAM. That brings the total number of system RAM up to 88MBs, not including the 3MB texture buffer on the GPU. By comparison, GameCube featured 40MBs of RAM not counting the GPU's on-board 3MBs. The original Xbox included 64MBs total RAM. Xbox 360 and PlayStation 3 operate on 512MBs of RAM.
It is not known if the 14MBs of extra D-RAM we reported on last December are in the current Revolution specifications.
"The external RAM can be accessed as quickly as the main RAM, which is a nice touch," a developer we spoke with alleged.
Lots of numbers, but what do they all mean? The short answer is that Revolution is exactly as Nintendo has publicly stated: a console whose primary focus is not quadrupling raw horsepower, but rather a potentially gameplay-changing new controller. Nintendo's new hardware supports this innovative new peripheral and not the other way around. Looking back, it makes sense.
In early 2004, Nintendo's former president Hiroshi Yamauchi said that it was unnecessary to accelerate the release of next generation consoles; that current machines were more than adequate. The Big N announced that it would release a series of peripherals to extend the life of GameCube, but only halfheartedly supported the approach with limited microphone and bongo-enhanced titles.
Sources close to Nintendo have, however, told IGN Revolution that the company was experimenting with in-development GameCube controllers very similar to Revolution's freestyle-style unit. The problem research and development faced at the time was that these controllers encountered unavoidable latency issues, which made them nearly incompatible with fast-paced software. Apparently the Big N overcame this particular hurdle.
Whether or not Revolution is, in fact, a vehicle for the new freestyle controller or not, systems specs rarely tell the whole story. We would remind readers that during an era when polygon numbers meant everything, GameCube's polygon peaks were lower than PlayStation 2 and Xbox. However, few would disagree with the assertion that Resident Evil 4 - a title developed from the ground-up for Nintendo's system -- was one of the prettiest games of the generation.
A spokesperson for ATI had no comment, except to say that the provider was excited to be working with Nintendo on the Hollywood GPU.
IGN Revolution contacted Nintendo of America for comment, but the company did not return our query in time for publish. Revolution.IGN.com
Joystiq comments that these numbers "make sense" in the Revolution's low cost effieciantcy, but it is still speculation on what the true numbers are.
No RARE titles for the Nintendo Revolution?

JoyStiq reports that apparently there will be NO rare titles on the nintendo Virtual console.
This is news that, if true, is going to break more than a few hearts. While at the GDC, IGN's Matt Casamassina chatted with some people from Rare and Microsoft and learned that all Rare-owned licenses will be absent from Nintendo's Virtual Console. Among others, that list includes:The Banjo-Kazooie titles
Conker's Bad Fur Day (not as shocking, as it was rereleased on Microsoft's system)
Goldeneye 007 and Perfect Dark
Blast Corps
Jet Force Gemini
Killer Instinct
Fortunately, all Nintendo licenses (the Donkey Kong games) are safe, but the loss (or potential loss) of such classics as Goldeneye and Killer Instict is disappointment, discouraging, and dis unfortunate (especially Blast Corps, a little gem for the Nintendo 64 that was often overlooked by gamers).
Take a look at Rare's timeline of released games. Could you imagine Nintendo's history without many of these titles? Do you want to? We are labeling this as a rumor because (a) no official comment has been made and ( b ) we really hope it to be untrue.
[via Go Nintendo]
Nvidia Signs new deal with Sony

Joystiq reports that Sony and Nvidia have signed a new deal aimed at reinforcing their relationship and to launch a new joint project:
Nvidia and Sony are reinforcing their business relationship with the announcement of a new joint project. According to Nvidia CFO Marvin Burkett, the GPU maker has a new engineering contract with the electronics giant, but product details were not forthcoming. "I don't think I should discuss what the product is", he said.
However, Burkett did indicate that the contract would be worth more than the
$30 million Nvidia was paid for designing the PlayStation 3's GPU.
[via GamesIndustry.biz]
Nes emu for Xbox 360

Apparently some people have managed to get the java based NESCafe emu running on the Xbox 360 through it's media center.
Xexter from xbox-scene.com explains the method:
I've attached a link to a version of NESCafe that works through Media Center on the Xbox 360. This is currently setup to run at 480p (Widescreen). You can edit the nes.htm file if it does not fit correctly on your screen. I haven't found a way to add a menu for the roms list so you will have to edit the nes.htm and change <param name="ROMFILE" value="/roms/whateverrom.zip" /> to whatever Nes rom you want to play. I've included a Public Domain rom for testing but have verified Zelda1-2, Excitebike, and TecmoBowl and all worked.Please do not ask for ROMs as they are quite easy to find (Google - "Nes Roms").
DOWNLOAD RAR: http://www.yourfilelink.com/get.php?fid=58730
INSTALL:
You will need to extract the rar into C:Documents and Settings\All Users\Start Menu\Programs\Accessories\Media Center\Media Center Programs\ on your media center box. It took a bit for the icon to show up under More Programs but it finally will.
NOTES: Sound is not functioning, Media Center 2005 is required. If it locks up you will need to run something that warns you that it is a web page and check the box that says "Don’t show this again". Once you do that it should run fine. I created an MCL that just went to Google and then checked that box. I've also attached an image with the mapping of the Xbox Controller to the corresponding keyboard keys.
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