| Nintendo GameCube Technical Specifications | | System Diagram | | 64-bit bus 162 MHz 1.3 GB/sec |
| | 64-bit bus 325 MHz 2.6 GB/sec |
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| | Details | ATI Flipper- 0.18-micron Process
- 162 MHz
- 4 Pixel Pipelines
- 1 Texel per Pixel Pipeline
- 4 Texels per Clock Cycle
- 8 Texture Layers per Rendering Pass (8 clock cycles)
- 650 Megapixels per Second
- 650 Megatexels per Second
- Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
- Perspective-Correct Texture Mapping
- Bump Mapping
- Environment Mapping
- 24-bit Color
- 24-bit Z Buffer
- S3TC Texture Compression
- Subpixel Anti-Aliasing
- Geometry and Lighting Engine
- 6-12 million Polygons per Second (in-game)
- Hidden Surface Removal (HSR)
- Virtual Texture Design
- 2MB Embedded Frame Buffer
- 1MB Embedded Texture Cache
- 10.4 Gigabytes per Second Texture Cache Read Bandwidth
- Scene Texture Data Stored in 24MB 1T-SRAM Main Memory
- 8.6 GFLOPS
- Custom Macronix 16-bit DSP Sound Processor
- 81 MHz
- 64 Voices
- ADPCM Encoding
- Sound Data Stored in 16MB A-Memory
IBM Gekko CPU- 0.18-micron Process
- PowerPC
- 485 MHz
- 32-bit Integer
- 64-bit Floating-Point (or 2 x 32-bit SIMD)
- 64KB L1 Cache (32KB Instruction + 32KB Data)
- 256KB L2 Cache
- 1125 Dhrystone 2.1 MIPS
- 1.94 GFLOPS
CPU External Bus- 64 Bits Wide
- 162 MHz
- 1.3 Gigabytes per Second Bandwidth
Main Memory- 24 Megabytes MoSys 1T-SRAM
- 64 Bits Wide
- 325 MHz
- 325 Megabits per Second per Pin
- 2.6 Gigabytes per Second Bandwidth
A-Memory- 16 Megabytes DRAM
- 8 Bits Wide
- 81 MHz
- 81 Mgabits per Second per Pin
- 81 Megabytes per Second Bandwidth
Storage- 3-inch Optical Disc Technology (1.5 Gigabytes)
- Memory Cards
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