OK guys, got some new things about Revolution.
Yesterday Nintendo released their "near-to-final" specs again
Remember that N-Forum Magazine that was published on the internet about what the Rev will be like. It said Nintendo had 2 systems to choose from. I personally don’t know if that was true or false, but this is what happened.
Nintendo does have 2 prototypes in schedule, and is going to decide some time next year on which one to go ahead with. They also said that some of the specs I have released in my other set of specs have some errors , and that this is the much satisfied spec.
Revolution Specs
System 1
CPU:
IBM Custom PowerPC 2.5 GHz with 128 KB L1 cache + 2 internal Highly customized G5 cores, 2.5 GHz each.
Each G5 core will have 128 KB L1 cache.
The whole CPU (including the cores) will share either 256 – 512 KB of L2 cache.
Its Dual Threaded, G5 cores to have 2 hardware threads per core, 4 Threads total
10 billion dot product operations per second
Theoretical speed of CPU in a non-realistic way of looking at it, but it still is correct….
2.5 GHz CPU + 2x 2.5 GHz cores = 7.5 GHz total
Now this seems correct to that GameInformer Magazine that published the specs, but these specs are similar, but faster…
Revolution GPU
The same GPU spec as I released in my other sheet. Here’s a look back on it; But unfortunatley no HD support.....
ATI Custom based RN520 core. The "N" stands for Nintendo, and is because the ArtX team is with them, that is why it’s an "N". There will be 2 GPU cores (just like the nVidia SLI motherboard with two Graphics Chips), this will use ATI's alternative, and will be the first in any console.
GPU cores at 400 MHz each, theoretical 800 MHz. Will support up to 2048x1268 resolution, but no HD support, so that resolution is null.
28 way parallel floating-point dynamically scheduled shader pipelines for each core with unified shader architecture. Thats a theoretical
56 Shader pipes if combined
Polygon Performance: 500 million triangles per second theoretical, average in game would be around <100 Million/sec>
Shader Performance: 45 billion shader operations per second
Revolution memory
512 MB of 700 MHz 1T-SRAM
Revolution will support a PPU chip (Physical Processing Chip). There will be 32 MB’s of its own RAM, which will link to the CPU and GPU and the Controller .
There will also be a separate sound card that will support only DD 5.1 – DTS 7.1, rumours has it will have 16 MB’s, like the Cube DSP
System 2
CPU:
IBM Custom PowerPC 2.5 GHz + 4 internal Power PC G5 cores running at 2.5 GHz each. Each core will have 128 KB L1 cache.
The whole CPU will share 512 of L2 cache.
Dual Threaded so there will also be two hardware threads per core, 8 hardware threads total.
15 billion dot product operations per second
Theoretical of 2.5 GHz + 10 GHz CPU speed = 12.5 GHz
Revolution GPU
2 GPU cores running at 500 MHz. Now this says there will be HD support up to the resolution as above...
Each GPU will have 256 MB of GDDR4 RAM
28 way parallel floating-point dynamically scheduled shader pipelines for each core with unified shader architecture.
Polygon Performance: 500 million triangles per second theoretical, average in game would be around <100 Million/sec>
Shader Performance: 52 billion shader operations per second
Revolution memory
512 MB of 700 MHz Updated 1T-SRAM
Revolution will support a PPU chip (Physical Processing Chip). There will be 32 MB’s of its own RAM, which will link to the CPU and GPU and the Controller .
There will also be a separate sound card that will support only DD 5.1 – DTS 7.1, rumours has it will have 16 MB’s, like the Cube DSP
So theres 2 systems. For maximum system performance, i would go with system 2, but since 4 cores are really hard to code, i would go with system 1, as thats more than powerful enough to compete with the xbox 360 or PS3, GPU wise, the CPU i think technically is a little slower than the xbox 360's CPU by 20%.