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Hardware

So, you want to learn more about the guts of the 'Cube, eh? I don't blame you. Below are the specs. I know you'll be interested.

MPU ("Micro Processing Unit")

Custom IBM Power PC "Gekko"

Manufacturing Process

0.18 micron IBM Copper Wire Technology

Clock Frequency

485 MHz

CPU Capacity

1125 Dmips (Dhrystone 2.1)

Internal Data Precision

32-bit Integer & 64-bit Floating-point

External Bus

1.3 GB/second peak bandwidth

32-bit address space

64-bit data bus

162 MHz clock

Internal Cache

L1: Instruction 32KB, Data 32KB (8 way)

L2: 256KB (2 way)

System LSI

Custom ATI/Nintendo "Flipper"

Manufacturing Process

0.18 micron NEC Embedded DRAM Process

Clock Frequency

162 MHz

Embedded Frame Buffer

Approx. 2 MB

Sustainable Latency: 6.2ns (1T-SRAM)

Embedded Texture Cache

Approx. 1 MB

Sustainable Latency: 6.2 ns (1T-SRAM)

Texture Read Bandwidth

10.4 GB/second (Peak)

Main Memory Bandwidth

2.6 GB/second (Peak)

Pixel Depth

24-bit Color, 24-bit Z Buffer

Image Processing Functions

Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter

Audio Processing

(Incorporated into the System LSI)

Sound Processor

Custom Macronix 16-bit DSP

Instruction Memory

8KB RAM + 8KB ROM

Data Memory

8KB RAM + 4KB ROM

Clock Frequency

81 MHz

Performance

64 simultaneous channels, ADPCM & PCM encoding

Sampling Frequency

48KHz

Performance

Floating-point Arithmetic Capability

10.5 GFLOPS (Peak)

(MPU, Geometry Engine, HW Lighting Total)

Real-world polygon

6 to 12 million polygons/second (Peak)

(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)

System Memory "Splash"

40 MB

Main Memory

24 MB MoSys 1T-SRAM

Approximately 10ns Sustainable Latency

A-Memory

16 MB 81 MHz DRAM

Disc Drive

CAV (Constant Angular Velocity) System

Average Access Time

128ms

Data Transfer Speed

16Mbps to 25Mbps

Media

3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology

Capacity

Approx. 1.5GB

Input/Output

4 Controller Ports

2 Memory Card Slots

Analog AV Output

Digital AV Output

2 High-Speed Serial Ports

High-speed Parallel Port

Power Supply

AC Adapter DC12V x 3.5A

Dimensions

4.3"(H) x 5.9"(W) x 6.3"(D)