| 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) |
|