MPU  Manufacturing Process 

Clock Frequency

CPU Capacity 

Internal Data Precision

External Bus Bandwidth 

External Bus Bandwidth  

Internal Cache 

Internal Cache 



System LSI 

Manufacturing Process 

Clock Frequency 

Embedded Frame Buffer 

Embedded Frame Buffer 


Embedded Texture Cache


Texture Read Bandwidth 

Main Memory Bandwidth 

Color, Z Buffer

Image Processing Function  







Other
"Gekko" 0.18 microns Copper Wire Technology

405 MHz

925 Dmips (Dhrystone 2.1)

32bit Integer & 64bit Floating-point

1.6GB/second(Peak)

1.6GB/second(Peak) (32bit address, 64bit data bus  (202.5 MHz)               

Instruction 32KB, Data 32KB (8 way) L2:256KB (2 way)

Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

"Flipper"

0.18 microns NEC Embedded DRAM Process

202.5MHz

Approx. 2MB 

Approx. 2MB Sustainable Latency : 5ns ( 1T- SRAM)

Approx. 1MB Sustainable Latency : 5ns ( 1T- SRAM )

12.8GB/second (Peak)

3.2GB/second (Peak)

Each is 24bits

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.

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

Instruction Memory 

Instruction Memory 

Data Memory 

Clock Frequency

Maximum Number of Simultaneously Produced Sounds 


Sampling Frequency 

System Floating-point Arithmetic Capability  )


Actual Display Capability


Actual Display Capability  

System Main Memory 

A-Memory 

Disc Drive 

Disc Drive  


Transfer Speed 


Media  


Input/Output 



Power Supply 

Main Unit Dimensions 

Controller
Special 16bit DSP

8KB RAM + 8KB ROM

8KB RAM + 8KB ROM

8KB RAM + 4KB ROM

101.25 MHz

ADPCM: 64ch



48KHz

13.0GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

6 million to 12 million polygons/second

6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)

24MB Sustainable Latency : 10ns or lower (1T-SRAM)

16MB (100MHz DRAM)

CAV (Constant Angular Velocity) System

CAV (Constant Angular Velocity) System Average Access Time Data

16Mbps to 25Mbps 128ms

8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology Approx. 1.5GB Capacity [Mini-DVD]

Controller Port x4
Digicard Slot x2
Analog AV Output x1
Digital AV Output x1 - VGA / HDTV
High-Speed Serial Port x2
High-speed Parallel Port x1

AC Adapter DC12V x 3.5A

150mm(W) x 110mm(H) x 161mm(D) 

8 buttons, analog L & R buttons and built in dual rumble 
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