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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 |