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NINTENDO GAMECUBE

SPECIFICATIONS

check out the what the GAMECUBE is capable of!!! I can't wit till Nintendo reveal ALL!!!!!!!

 

 
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

*The Gekko MPU integrates the power PC CPU into a custom, game-centric chip.

(The following sound related functions are all incorporated into the System LSI)

 

 
Sound Processor Special 16bit DSP
Instruction Memory 8KB RAM + 8KB ROM
Instruction Memory 8KB RAM + 8KB ROM
Data Memory 8KB RAM + 4KB ROM
Clock Frequency 101.25 MHz
Maximum Number of Simultaneously Produced Sounds ADPCM: 64ch
Sampling Frequency 48KHz
System Floating-point Arithmetic Capability 13.0GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

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