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. |
| Sound Processor | : | custom Macronix 16-bit DSP |
| DSP Instruction Memory | : | 8KB RAM + 8KB ROM |
| DSP Data Memory | : | 8KB RAM + 4KB ROM |
| DSP 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 (Total 40MB) |
Main Memory “Splash” |
| 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency |
A-Memory |
| 16 MB (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 |