Gamecube: verschil tussen versies

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k (Wijzigingen door 69.46.27.41 (Overleg); hersteld tot de laatste versie door Plant)
 
(5 tussenliggende versies door 5 gebruikers niet weergegeven)
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[[Afbeelding:gamecube.gif]]
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==Specs:==
 
==Specs:==
 
'''MPU ("Microprocessor Unit"):''' Custom IBM Power PC "Gekko"<br>
 
'''MPU ("Microprocessor Unit"):''' Custom IBM Power PC "Gekko"<br>
Regel 39: Regel 41:
 
* High-Speed Serial Port x2<br>
 
* High-Speed Serial Port x2<br>
 
* High-speed Parallel Port x1<br>
 
* High-speed Parallel Port x1<br>
 
 
[[Category:Games & Consoles]]
 
  
 
[[Category:Consoles]]
 
[[Category:Consoles]]
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[[Categorie:GAM]]

Huidige versie van 27 mei 2008 om 07:00

Gamecube.gif

Specs:[bewerken]

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"
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
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
Power Supply: AC Adapter DC12V x 3.25A
Main Unit Dimensions: 4.3"(H) x 5.9"(W) x 6.3"(D)
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