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Official Name NINTENDO GAMECUBE
MPU("Microprocessor
Unit")*
IBM Power PC "Gekko"
Manufacturing Process 0.18 microns Copper
Wire Technology
Clock Frequency 405 MHz
CPU Capacity 925 Dmips (Dhrystone 2.1)
Internal Data Precision 32bit Integer & 64bit
Floating-point
External Bus Bandwidth 1.6GB/second(Peak)
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)
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 202.5MHz
Embedded Frame Buffer Approx. 2MB
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
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
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
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
Media 8cm NINTENDO GAMECUBE
Disc based on Matsushita's Optical Disc Technology Approx.
1.5GB Capacity
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)


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