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128 Mario --- La Puissante Machine:Ici on voit une Démonstration qui en dit long, Mr. Miyamoto avec l'aide de Mr. Futoda ont monté un petit Démo montrant 128 Mario (De Mario64) chacun faisant 700 polygones défilant à la vitesse de 60 Images par Secondes. La Barre Verte indique la capacitée de la Console. Si elle touchait à l'extrème droite, le Démo roulerait à 30 Images/Seconde! Le MAX pour Super Mario 64! Tout le long de la Présentation, la Barre n'est même pas arrivée à la moitié.
Cliquez ICI pour la Vidéo des 128 Mario Méga Impressionnante de 60,5MB !!!
4 MegaBits de mémoire Flash Memory Card de 64MB Modem 56Kbps, Imaginez entrain de jouer à Banjo-Whatever-Sur-N-Cube ou à Perfect Dark avec un Friend! Modem 56Kbps, Imaginez entrain de jouer à Banjo-Whatever-Sur-N-Cube ou à Perfect Dark sur le Net! Manette Sans Fil, Distance 10 m Hur... |
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) |
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 |
* Le Gekko MPU intègre le Power PC CPU de la puce game-centric chip blah blah blah...
(Toutes les fonctions associées par bruit suivant sont incorporées au système 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) |
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) |
NEXT: Game Boy Advance! --- | |