|  |   NINTENDO GAMECUBE
 
 
 
 
Microprocessor Unit (MPU)
 IBM Power PC "Gekko"
 
 Manufacturing process: 0.18 Microns 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 bandwidth: 1.3 GB/second (peak), (32-bit address space, 64-bit data bus 162 MHz)
 Internal cache: L1: Instruction 32 KB, Data 32 KB (8 way), L2: 256 KB (2 way)
 
 
 
System LSI
 "Flipper" - 110 mm2, 51 millions transistors, primarily developed by ATI, ArtX, NCL and NTD.
 
 Manufacturing process: 0.18 microns NEC Embedded DRAM Process
 Clock frequency: 162 MHz
 Embedded RGB buffer: Approx. 1 MB, sustainable latency: 6.2 ns (1T-SRAM)
 Embedded Z buffer: Approx. 1 MB, sustainable latency: 6.2 ns (1T-SRAM)
 Embedded texture cache: Approx. 1 MB, sustainable latency: 6.2 ns (1T-SRAM)
 Texture read bandwidth: 10.4 GB/second (peak)
 Main memory bandwidth: 2.6 GB/second (peak)
 Pixel depth: 24-bit Color, 24-bit Z Buffer
 Image processing function: 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.
 Simultaneous textures: 8
 System floating point arithmetic capability: 10.5 GFLOPS (peak) (MPU, Geometry Engine, HW Lighting Total)
 Real-world polygon: 6 millions to 12 millions polygons/second (display capability assuming actual game conditions with complexity model, fully texture, fully lit, etc.)
 Examples of display capability: (All examples with fog, z-buffer and alpha blending effects)
 Feature 1 vertex color + 1 light + 1 texture: 25 millions polygons/second.
 Feature no vertex color + 1 texture: 33 millions polygons/second.
 Feature 1 vertex color + no texture (Gouraud Shading): 40 millions polygons/second.
 Estimated raw display capability: 90 millions polygons per second.
 Fill rate: 800 millions pixels.
 
 Sound processor: Macronix 16bit 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: 48 KHz
 
 System memory: 40 MB
 Main memory "Splash": 24 MB sustainable latency, (10 ns or lower 1T-SRAM)
 A-Memory: 16 MB (81 MHz DRAM) expandable to 48 MB with an external accessory
 
 
 
 Other 
 Disc drive: CAV (Constant Angular Velocity) System
 Average access time: 128 ms
 Data transfer speed: 16 Mbps to 25 Mbps
 Media: 8 cm (3 inch) Nintendo GameCube Disc based on Matsushita's optical disc technology - approximately 1.5 GB capacity
 
 Input: Controller port (x4), Memory card 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) - 5.9"(W) x 4.3"(H) x 6.3"(D)
 
 
 Additional pictures:
- top picture (GameCube and controller) in giant size
 - comparison between GameCube's first known design and the final design
 (image montage by Samurai Nintendo)
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