Gamer's Perspective

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Nintendo Gamecube

The Hardware

Released in the U.S. on November 18th 2001 the Gamecube was Nintendo's first entry into disc age of gaming. Priced at $199.99 the Gamecube used a proprietary 8cm optical disc. With a strong first party line-up, the Gamecube's Achilles heel was it's 3rd party support.

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IBM Gekko CPU

  • PowerPC
  • 485 MHz
  • 32-bit integer
  • 64-bit floating-point
  • 64KB L1 cache (32KB instruction + 32KB data)
  • 256KB L2 cache
  • 1125 Dhrystone 2.1 MIPS
  • 1.94 GFLOPS
CPU external bus
  • 64 bits wide
  • 162 MHz
  • 1.3 gigabytes per second bandwidth

Main Memory

  • 24 Megabytes MoSys 1T-SRAM
  • 64 bits wide
  • 325 MHz
  • 325 megabits per second per pin
  • 2.6 gigabytes per second bandwidth

A-Memory

  • 16 Megabytes DRAM
  • 8 bits wide
  • 81 MHz
  • 81 megabits per second per pin
  • 81 megabytes per second bandwidth

 

Storage

  • 3-inch Optical Disc Technology (1.5 gigabytes)
  • memory cards

ATI Flipper

• 162 MHz
• 4 pixel pipelines
• 1 texel per pixel pipeline
• 4 texels per clock cycle (4 pixels with 1 texel per pixel)
• Maximum of 8 texture layers per rendering pass (done in 8 clock cycles)
• 650 megapixels per second
• 650 megatexels per second
• Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
• Perspective-Correct Texture Mapping
• Bump Mapping
• Environment Mapping
• 24-bit Z Buffer
• S3TC Texture Compression
• Subpixel Anti-Aliasing
• Geometry and Lighting Engine
• 33 million polygons per second (peak)
• 6 million to 12 million polygons per second (with effects)
• Hidden Surface Removal (HSR) based on early Z-test
• Virtual Texture Design
• 2MB Embedded Frame Buffer
• 1MB Embedded Texture Cache
• 10.4 gigabytes per second texture cache read bandwidth
• scene texture data stored in 24MB 1T-SRAM main memory
• 8.6 GFLOPS
• Custom Macronix 16-bit DSP Sound Processor
• 81 MHz
• 64 voices
• ADPCM encoding

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