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Game Cube
If you have seen a pic of the Nintendo Game Cube (NGC) it actually looks rather big. However it is actaully extreamly small. It isnt as tall as a GameBoy Color and nof as wide and deep as an N64, even the discs are smaller than regualr discs. The controller is only half as tall as the N64 controller as well. Here are some screenshots to proove my point...









System Information


GCN Detailed Specs
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"
Manufacturing Process 0.18 micron NEC Embedded DRAM Process
Clock Frequency 162 MHz
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
The following is incorporated into the System LSI
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
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 4.3"(H) x 5.9"(W) x 6.3"(D)