Official
Name |
NINTENDO
GAMECUBE |
MPU("Microprocessor
Unit")* |
IBM
Power PC "Gekko" |
Manufacturing
Process |
0.18
microns Copper Wire Technology |
Clock
Frequency |
405
MHz |
CPU
Capacity |
925
Dmips (Dhrystone 2.1) |
Internal
Data Precision |
32bit
Integer & 64bit Floating-point |
External
Bus Bandwidth |
1.6GB/second(Peak) |
External
Bus Bandwidth |
1.6GB/second(Peak)
(32bit address, 64bit data bus 202.5MHz) |
Internal
Cache |
L1:
Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
Internal
Cache |
L1:
Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
System
LSI |
"Flipper" |
Manufacturing
Process |
0.18
microns NEC Embedded DRAM Process |
Clock
Frequency |
202.5MHz |
Embedded
Frame Buffer |
Approx.
2MB |
Embedded
Frame Buffer |
Approx.
2MB Sustainable Latency : 5ns (1T-SRAM) |
Embedded
Texture Cache |
Approx.
1MB Sustainable Latency : 5ns (1T-SRAM) |
Actual
Display Capability |
6
million to 12 million polygons/second |
Actual
Display Capability |
6
million to 12 million polygons/second (Display capability assuming
actual game with complexity model, texture, etc.) |
System
Main Memory |
24MB
Sustainable Latency : 10ns or lower (1T-SRAM) |
A-Memory |
16MB
(100MHz DRAM) |
Disc
Drive |
CAV
(Constant Angular Velocity) System |
Disc
Drive |
CAV
(Constant Angular Velocity) System Average Access Time Data
Transfer Speed 16Mbps to 25Mbps 128ms |
Media |
8cm
NINTENDO GAMECUBE Disc based on Matsushita's Optical
Disc Technology |
Media |
8cm
NINTENDO GAMECUBE Disc based on Matsushita's Optical
Disc Technology Approx. 1.5GB Capacity |
Input/Output |
Controller
Port x4
Digicard Slot x2
Analog AV Output x1
Digital AV Output x1
High-Speed Serial Port x2
High-speed Parallel Port x1 |
Power
Supply |
AC
Adapter DC12V x 3.5A |
Main
Unit Dimensions |
150mm(W)
x 110mm(H) x 161mm(D) |
Texture
Read Bandwidth |
12.8GB/second
(Peak) |
Main
Memory Bandwidth |
3.2GB/second
(Peak) |
Color,
Z Buffer |
Each
is 24bits |
Image
Processing Function |
Fog,
Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual
Texture Design, Multi-texture Mapping/Bump/Environment Mapping,
MIPMAP, Bilinear Filtering, Real-time Texture Decompression
(S3TC), etc. |
Other |
Real-time
Decompression of Display List, HW Motion Compensation Capability |