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Technical Specifications of Gamecube
These are the most recent specifications
for Nintendo's 128 bit console. It's a monster and then some. If some of
these terms are Greek to you, check out IGN's
Lexicon for explanations on many of these specs.
| Official
Name |
NINTENDO
GAMECUBE |
| MPU
("Microprocessor Unit")* |
IBM
Power PC "Gekko" |
| Manufacturing
Process |
0.18
microns Copper Wire Technology |
| Clock
Frequency |
485
MHz |
| CPU
Capacity |
925
Dmips (Dhrystone 2.1) |
| Internal
Data Precision |
32bit
Integer & 64bit Floating-point |
| External
Bus Bandwidth |
1.6GB/second(Peak)
(32bit address, 64bit data bus 202.5MHz) |
| Internal
Cache |
L1:
Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
| System
LSI |
"Flipper" |
| Manufacturing
Process |
0.18
microns NEC Embedded DRAM Process |
| Clock
Frequency |
162MHz |
| Embedded
Frame Buffer |
Approx.
2MB Sustainable Latency : 5ns (1T-SRAM) |
| Embedded
Texture Cache |
Approx.
1MB Sustainable Latency : 5ns (1T-SRAM) |
| Texture
Read Bandwidth |
12.8GB/second
(Peak) |
| Main
Memory Bandwidth |
3.2GB/second
(Peak) |
| Color,
Z Buffer |
Each
is 24bits |
| Image
Processing Function |
Fog,
Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture
Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear
Filtering, Real-time Texture Decompression (S3TC), etc. |
| Other |
Real-time
Decompression of Display List, HW Motion Compensation Capability |
*The Gekko MPU integrates the power PC CPU into a custom, game-centric
chip.
(The following sound related functions are all incorporated into the
System LSI.)
| Sound
Processor |
Special
16bit DSP |
| Instruction
Memory |
8KB
RAM + 8KB ROM |
| Data
Memory |
8KB
RAM + 4KB ROM |
| Clock
Frequency |
101.25
MHz |
| Maximum
Number of Simultaneously Produced Sounds |
ADPCM:
64ch |
| Sampling
Frequency |
48KHz |
| System
Floating-point Arithmetic Capability |
13.0GFLOPS
(Peak) (MPU, Geometry Engine, HW Lighting Total) |
| Actual
Display Capability** |
6
million to 12 million polygons/second (Display capability assuming
actual game with complexity model, texture, etc.) |
| System
Main Memory |
24MB
Sustainable Latency : 10ns or lower (1T-SRAM) |
| A-Memory |
16MB
(100MHz DRAM) |
| Disc
Drive |
CAV
(Constant Angular Velocity) System Average Access Time Data Transfer
Speed 16Mbps to 25Mbps 128ms |
| Media |
8cm
NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology
Approx. 1.5GB Capacity |
| Memory
Card |
4MB
Digicard, 64MB Matsushita (Panasonic) flash-memory card. |
| Connectivity |
56K
modem, broadband adapter. |
| Input/Output |
Controller
Port x4
Digicard Slot x2
Analog AV Output x1
Digital AV Output x1
High-Speed Serial Port x2
High-speed Parallel Port x1 |
| Power
Supply |
AC
Adapter DC12V x 3.5A |
| Main
Unit Dimensions |
150mm(W)
x 110mm(H) x 161mm(D) |
**This is a conservative estimate based upon games currently under development.
These are actual game play polygon counts with full effects (lighting, textures,
ect), and with in game physics and AI implemented.

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Last Updated
January 22, 2002
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