Spike's Domain
Features
Peripheral Devices: Memory Card, containing 4 megabits of flash memory; SD-Memory Card Adapter; Wireless Wavebird; Controller; 56Kbps, V. 90, Modem Adapter; Broadband Adapter; and Digital Video Cable.


Controller: To provide more comprehensive and intuitive play control, Nintendo has added several new features to the Nintendo GameCube controller, including a second analog control stick, left and right analog trigger buttons, and a built-in rumble motor. The Nintendo GameCube controller has two grips and the controls for the left and right hands have been separated into two "systems." The right-side buttons have been re-arranged to allow the user to set the A Button home position, making the role of each button more natural.


Nintendo GameCube hardware specifications:


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)





BACK
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
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
Game Cube Specs
Stolen from IGN.com