Jump to content

iPhone Hardware Specifications


OMX-Knuckles
 Share

9 posts in this topic

Recommended Posts

As of thus far I've never seen posted information about iPhone CPU/Memory/etc. So here we go. This is from a sysctl dump on my 4GB model with some info filled in from Wikipedia.

 

CPU- ARM 1176 at 400mhz with 100mhz FSB, 32k cache

Main memory- 128MB at 133mhz with 16MB reserved for the GPU

GPU- PowerVR MBX

WLAN chipset- Marvell 8686 (sometimes reported as 1868. Kext labeled 868x)

Audio Codec- Wolfson WM8758

 

Here's more specs on the PowerVR GPU-

Up to 133mhz in 130nm parts, up to 233 in 90nm parts

~130M pixel/sec peak fillrate

~1.7M triangle/sec peak fillrate

*Optional* Vertex Processor with Hardware T&L and Vertex shaders, most likely used for the iPhone's implementation of Core Animation and OpenGL.

Supports Anti-Aliasing (2D and 3D), Anistrophic Filtering, Fogging and Texture Compression

Supports OpenGL ES and MGL Propriatary API

Hardware MPEG-1 and 2 and WMA video acceleration up to 720*480, MPEG-4 up to 640x480 (explains why the iPhone video standard format for h.264 is such)

Link to comment
Share on other sites

The GPU is PowerVR MBX. There's a little info on Wikipedia about it. Doesn't appear to have hardware T&L or Vertex Shaders. Not sure about OpenGL ES support but I'm 90% sure it's v2.0 compliant. I'm guessing the GUI uses something similar to Quartz Extreme. Note that since the iPhone doesn't actually run a Window Server like the desktop version of Mac OS X there isn't true Quartz Extreme or Core Image by definition. Apple's publically said there's Core Animation support; CA apparently has the same hardware requirements as Core Image so there's either some form of Vertex Shader support or CA is being done on the CPU (unlikely)

 

Edit- Here's specs for the MBX-

Up to 133mhz in 130nm parts, up to 233 in 90nm parts

~130M pixel/sec peak fillrate

~1.7M triangle/sec peak fillrate

*Optional* Vertex Processor with Hardware T&L and Vertex shaders (maybe it's being used for Core Animation and/or QE/CI equivalents if present in iPhone?)

Supports Anti-Aliasing (2D and 3D), Anistrophic Filtering, Fogging and Texture Compression

Supports OpenGL ES and MGL Propriatary API

Hardware MPEG-1 and 2 and WMA video acceleration up to 720*480, MPEG-4 up to 640x480 (explains why the iPhone video standard format for h.264 is such)

Link to comment
Share on other sites

  • 5 months later...

Where did you find this info?

 

Also, I looked up the Core Animation deal... CA for Leo was modified from it's origin being from the iPhone. So I guess it's safe to say there is support for OpenGL ES on the GFX proc.

 

As far as the ARM 1176, the new firmware overclock's the FSB to 103.00Mhz, which puts the proc's clock speed to 412.00Mhz. The proc is, however, supposed to be capable of speeds up to 600.00Mhz, but it's not set to run that high so that it saves battery life. I'm wondering if this will be controlled by apps in the future, such as for games.

Link to comment
Share on other sites

  • 4 weeks later...

I found some of the specs from the Wikipedia entry, others from googling what was printed on chips I saw in some reviews where the phone was torn down. Processor speed, memory size and a couple of the chipsets I found by issuing the "sysctl" command at the console. Thanks for the comments regarding OpenGL and CA support, I edited the main post to reflect that info. I looked around and there's a few apps already that are using OpenGL ES for graphics acceleration, I'd be interested to see just what the phone's GPU can accomplish.

Link to comment
Share on other sites

  • 1 year later...
 Share

×
×
  • Create New...