N-CUBE SPECS
CPU: IBM Gekko Processor, Semiconductor Process 0.18 micron copper technology.

GPU: Custom chip designed by ArtX, 200MHz clock speed, With DRAM, S3 compression technology and MoSys 1T-SRAM.

Audio: MusyX Audio Tools created by Factor 5.

System Memory: High Speed DRAM with memory bandwith of 3.2 Gigabytes per second.

Software Medium: Proprietary DVD medium 4.7GB.

CPU Capacity: 925 Dmips (Dhrystone 2.1)

Internal Data Precision: 32 Bit & 64 Bit floating point

External Bus Bandwith: 1.6 Gigabytes per second (peak)(32 Bit Address, 64 Bit Data bus 102.5 mhz)

This is how N-Cube is comparable with other competitors:

CPU Bit
N-Cube: 128 bit
Playstation 2: 128 bit
Dreamcast: 128 bit
Nintendo 64: 64 bit
PlayStation: 32 bit

Main Clock Speed:
N-Cube: 405 MHz
PlayStation 2: 294.912 MHz
Dreamcast: 200 MHz
Nintendo 64: 93.75 MHz
PlayStation: 33.86 MHz

Polygon Power
N-Cube: 50 million polygons per second
PlayStation 2: 16 million polygons per second
Dreamcast: 3 million polygons per second
Nintendo 64: 150,000 polygons per second
PlayStation: 340,000 polygons per second

Memory
N-Cube: 16KB RAM + 16KB ROM
Playstation 2: 32MB Direct DRAM
Dreamcast: 16MB + 8MB Video RAM + 2MB Sound RAM
Nintendo 64: 4MB (Upgradable to 8MB)
Playstation: 2MB + 1MB Video RAM + 512 KB Sound RAM

Memory Bandwith
N-Cube: 3.2 Gigabytes per second
Playstation 2: 3.2 Gigabytes per second
Dreamcast: 800 MB per second
Nintendo 64: 500 MB per second
Playstation: 132 MB per second

Software Medium
N-Cube: Proprietary DVD 4.7 GB
Playstation 2: Proprietary DVD 4.7 GB
Dreamcast: Proprietary CD 1GB
Nintendo 64: Cartridge 64MB
Playstation: CD 640 MB

System LSI: "Flipper"

Manufacturing process: 0.18 microns NEC Embedded DRA Process
Clock frequency: 202.5mhz
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 PowerPC 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: 101.25mhz
Minimum 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 per 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 128ns, Data transfer speed: 16Mbpsto 25Mbps
Media: 8cm Nintendo Gamecube Disc based on Matsushita's optical disc technology � approximately 1.5GB capacity
Input: 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)

MPU (Microprocessor Unit): IBM PowerPC "Gekko"

Manufacturing process: 0.18 Microns Copper Wire Technology
Clock frequency: 405mhz
CPU capacity: 925 Dmips (Dhrystone 2.1)
Internal data precision: 32bit & 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
GAMES
--MARIO 128--
Movie
--THORNADO--
--ZELDA--
Movie
Music
--LUIGI'S MANSION--
Movie
--METROID--
Movie
--PICASSIO--
Movie
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