Specs: MPU ("Micro Processing Unit"): Custom IBM Power PC "Gekko" Manufacturing Process: 0.18 micron IBM Copper Wire Technology Clock Frequency: 485 MHz CPU Capacity: 1125 Dmips (Dhrystone 2.1) Internal Data Precision: 32-bit Integer & 64-bit Floating-point External Bus: 1.3 GB/second peak bandwidth 32-bit address space 64-bit data bus 162 MHz clock Internal Cache: L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) System LSI: Custom ATI/Nintendo? "Flipper" Manufacturing Process: 0.18 micron NEC Embedded DRAM Process Clock Frequency: 162 MHz Embedded Frame Buffer: Approx. 2 MB Sustainable Latency: 6.2ns (1T-SRAM) Embedded Texture Cache: Approx. 1 MB Sustainable Latency: 6.2 ns (1T-SRAM) Texture Read Bandwidth: 10.4 GB/second (Peak) Main Memory Bandwidth: 2.6 GB/second (Peak) Pixel Depth: 24-bit Color, 24-bit Z Buffer Image Processing Functions: Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC) Real-time Decompression of Display List, HW 3-line Deflickering filter Sound Processor: Custom Macronix 16-bit DSP Instruction Memory: 8KB RAM + 8KB ROM Data Memory: 8KB RAM + 4KB ROM Clock Frequency: 81 MHz Performance: 64 simultaneous channels, ADPCM & PCM encoding Sampling Frequency: 48KHz Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak) Real-world polygon: 6 to 12 million polygons/second (Peak) System Memory "Splash": 40 MB Main Memory: 24 MB MoSys? 1T-SRAM Approximately 10ns Sustainable Latency A-Memory: 16 MB 81 MHz DRAM Disc Drive: CAV (Constant Angular Velocity) System Average Access Time: 128ms Data Transfer Speed: 16Mbps to 25Mbps Media: 3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology Capacity: Approx. 1.5GB Input/Output?: 4 Controller Ports 2 Memory Card Slots Analog AV Output: Digital AV Output: 2 High-Speed Serial Ports High-speed Parallel Port Power Supply: AC Adapter DC12V x 3.5A Dimensions: 4.3"(H) x 5.9"(W) x 6.3"(D) |
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MPU ("Micro Processing Unit"): | Custom IBM Power PC "Gekko" |
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Manufacturing Process: | 0.18 micron IBM Copper Wire Technology |
Clock Frequency: | 485 MHz |
CPU Capacity: | 1125 Dmips (Dhrystone 2.1) |
Internal Data Precision: | 32-bit Integer & 64-bit Floating-point |
External Bus: |
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Internal Cache: | |
L1: |
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L2: | 256KB (2 way) |
System LSI: | Custom ATI/Nintendo? "Flipper" |
Manufacturing Process: | 0.18 micron NEC Embedded DRAM Process |
Clock Frequency: | 162 MHz |
Embedded Frame Buffer: | Approx. 2 MB |
Sustainable Latency: | 6.2ns (1T-SRAM) |
Embedded Texture Cache: | Approx. 1 MB |
Sustainable Latency: | 6.2 ns (1T-SRAM) |
Texture Read Bandwidth: | 10.4 GB/second (Peak) |
Main Memory Bandwidth: | 2.6 GB/second (Peak) |
Pixel Depth: | 24-bit Color, 24-bit Z Buffer |
Image Processing Functions: |
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Sound Processor: | Custom Macronix 16-bit DSP (built in to Gecko package) |
Instruction Memory: | 8KB RAM + 8KB ROM |
Data Memory: | 8KB RAM + 4KB ROM |
Clock Frequency: | 81 MHz |
Performance: | 64 simultaneous channels, ADPCM & PCM encoding |
Sampling Frequency: | 48KHz |
Performance | |
Floating-point Arithmetic Capability: | 10.5 GFLOPS (Peak) |
Real-world polygon: | 6 to 12 million polygons/second (Peak) |
System Memory "Splash": | 40 MB |
Main Memory: | 24 MB MoSys? 1T-SRAM (Approximately 10ns Sustainable Latency) |
A-Memory: | 16 MB 81 MHz DRAM |
Disc Drive: | CAV (Constant Angular Velocity) System |
Average Access Time: | 128ms |
Data Transfer Speed: | 16Mbps to 25Mbps |
Media: | 3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology |
Capacity: | Approx. 1.5GB |
Input/Output?: |
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Power Supply: | AC Adapter DC12V x 3.5A |
Dimensions: | 4.3"(H) x 5.9"(W) x 6.3"(D) |