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Nintendo GameCube Technical Specifications
System Diagram
IBM Gekko CPU
64-bit bus
162 MHz
1.3 GB/sec
ATI Flipper
64-bit bus
325 MHz
2.6 GB/sec
24MB
1T-SRAM
8-bit bus
81 MHz
81 MB/sec
16MB DRAM
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
Detailed Specs
Nintendo GameCube
Nintendo Wii
PlayStation 2
PlayStation 3
Sega Dreamcast
Xbox
Xbox 360
 
Comparisons
Xbox 360 Vs PS3: GPU Specs
 
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