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Revision 3 . . December 7, 2001 11:00 am by (logged).123.179.xxx [*extensive formatting fix.]
Revision 2 . . December 7, 2001 7:43 am by ThEPHrOzenoNE
Revision 1 . . December 7, 2001 7:20 am by Jzcool
  

Difference (from prior major revision) (no other diffs)

Changed: 3,87c3,186
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)
































































































































































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 (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?:
  • 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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