GAMECUBE SPECS

Features

• Contemporary cube shape
• 4 controller ports
• 2 memory card slots
• Capacity for future modem/broadband connection
• 485MHz custom CPU with 162MHz custom graphics processor
• 40MB total memory; 2.6 GB per second memory bandwidth
• 12M polygons per second; texture read bandwidth 10.4 GB per second
• 64 audio channels
• Dimensions 4.5" x 5.9" x 6.3"

Technical Data

ATI Flipper

• 162 MHz
• 4 pixel pipelines
• 1 texel per pixel pipeline
• 4 texels per clock cycle (4 pixels with 1 texel per pixel)
• Maximum of 8 texture layers per rendering pass (done in 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 Z Buffer
• S3TC Texture Compression
• Subpixel Anti-Aliasing
• Geometry and Lighting Engine
• 33 million polygons per second (peak)
• 6 million to 12 million polygons per second (with effects)
• Hidden Surface Removal (HSR) based on early Z-test
• 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

• PowerPC
• 485 MHz
• 32-bit integer
• 64-bit floating-point
• 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 megabits per second per pin
• 81 megabytes per second bandwidth

Storage

• 3-inch Optical Disc Technology (1.5 gigabytes)
• memory cards

Back to main page
Hosted by www.Geocities.ws

1