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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