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Gamecube (GCN)

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WOW! The Gamecube. The first Nintendo System to use discs, the first
to use dual analog. The first to show us Link in Cell-Shading.
This is THE GAMECUBE!!!! The newest Nintendo System.
The Gamecube has done quite well for itself so far, especially
considering its competition, the Play station 2 with its huge
advertising budget and image, and the X-Box, backed by the most
powerful company in the world.
But Nintendo has stood apart with amazing unqiue games the other
systems simply cannot offer. As well as a price being considerably
less than the competition.
The Gamecube brought us some amazing and innovative games, and has
made its place on the pole of amazing Nintendo Consoles.
Technical Specifications:
MPU ("Microprocessor 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 : 1.3GB/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)
System LSI : Custom ATI/Nintendo "Flipper"
Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns
(1T-SRAM)
Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns
(1T-SRAM)
Texture read bandwidth : 10.4GB/second (Peak)
Main memory bandwidth : 2.6GB/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, anisotropic filtering, real-time hardware texture
decompression (S3TC), real-time decompression of display list, HW
3-line deflickering filter.
Physical Specifications
Sound Processor : custom Macronix 16-bit DSP
Instruction Memory : 8KB RAM + 8KB ROM
Data Memory : 8KB RAM + 4KB ROM
Clock Frequency : 81 MHz
Performance : 64 simultaneous channels, ADPCM encoding
Sampling Frequency : 48KHz
System Floating-point Arithmetic Capability : 10.5 GFLOPS (Peak) (MPU,
Geometry Engine, HW Lighting Total)
Real-world polygon : 6 million to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured,
fully lit, etc.)
System Memory : 40MB
Main Memory : 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable
Latency
A-Memory : 16MB (81MHz DRAM)
Disc Drive : CAV (Constant Angular Velocity) System
Average Access Time : 128ms
Data Transfer Speed : 16Mbps to 25Mbps
Media : 3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical
Disc Technology, Approx. 1.5GB Capacity
Input/Output : Controller Port x4, Memory Card Slot x2, Analog AV
Output x1, High-Speed Serial Port x1, High-speed Parallel Port x1
In select models - Digital AV Output x1, High-Speed Serial Port x2
Power Supply : AC Adapter DC12V x 3.25A
Main Unit Dimensions : 4.3"(H) x 5.9"(W) x 6.3"(D)
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