Game Cube
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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
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GCN
Detailed Specs |
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MPU("Microprocessor
Unit")* |
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Custom IBM Power PC "Gekko" |
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Manufacturing
Process |
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0.18 micron IBM Copper
Wire Technology |
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Clock
Frequency |
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485 MHz |
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CPU
Capacity |
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1125 Dmips (Dhrystone
2.1) |
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Internal
Data Precision |
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32-bit Integer & 64-bit
Floating-point |
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External
Bus |
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1.3GB/second peak bandwidth
(32-bit address space, 64-bit data bus 162
MHz clock) |
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Internal
Cache |
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L1: Instruction 32KB,
Data 32KB (8 way) L2: 256KB (2 way) |
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System
LSI |
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Custom ATI/Nintendo "Flipper" |
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Manufacturing
Process |
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0.18 micron NEC Embedded
DRAM Process |
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Clock
Frequency |
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162 MHz |
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Embedded
Frame Buffer |
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Approx. 2MB Sustainable
Latency : 6.2ns (1T-SRAM) |
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Embedded
Texture Cache |
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Approx. 1MB Sustainable
Latency : 6.2ns (1T-SRAM) |
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Texture
Read Bandwidth |
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10.4GB/second (Peak) |
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Main
Memory Bandwidth |
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2.6GB/second (Peak) |
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Pixel
Depth |
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24-bit Color, 24-bit Z
Buffer |
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Image
Processing Functions |
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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 |
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The
following is incorporated into the System
LSI |
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Sound
Processor |
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custom Macronix 16-bit
DSP |
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Instruction
Memory |
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8KB RAM + 8KB ROM |
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Data
Memory |
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8KB RAM + 4KB ROM |
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Clock
Frequency |
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81 MHz |
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Performance |
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64 simultaneous channels,
ADPCM encoding |
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Sampling
Frequency |
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48KHz |
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System
Floating-point Arithmetic Capability |
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10.5 GFLOPS (Peak) (MPU,
Geometry Engine, HW Lighting Total) |
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Real-world
polygon |
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6 million to 12 million
polygons/second (Peak) (Assuming actual game
conditions with complex models, fully textured,
fully lit, etc.) |
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System
Memory |
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40MB |
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Main
Memory |
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24 MB MoSys 1T-SRAM, Approximately
10ns Sustainable Latency |
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A-Memory |
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16MB (81MHz DRAM) |
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Disc
Drive |
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CAV (Constant Angular
Velocity) System |
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Average
Access Time |
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128ms |
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Data
Transfer Speed |
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16Mbps to 25Mbps |
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Media |
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3 inch NINTENDO GAMECUBE
Disc based on Matsushita's
Optical Disc Technology, Approx. 1.5GB Capacity |
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Input/Output |
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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 |
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Power
Supply |
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AC Adapter DC12V x 3.5A |
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Main
Unit Dimensions |
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4.3"(H) x 5.9"(W) x 6.3"(D) |
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