Gamecube: verschil tussen versies
Regel 1: | Regel 1: | ||
+ | [[Afbeelding:gamecube.gif]] | ||
+ | ==Specs:== | ||
+ | '''MPU ("Microprocessor Unit"):''' Custom IBM Power PC "Gekko"<br> | ||
+ | '''Manufacturing process:''' 0.18 micron IBM copper wire technology<br> | ||
+ | '''Clock frequency:''' 485 MHz<br> | ||
+ | '''CPU capacity:''' 1125 Dmips (Dhrystone 2.1)<br> | ||
+ | '''Internal data precision:''' 32-bit Integer & 64-bit floating-point<br> | ||
+ | '''External bus:''' 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)<br> | ||
+ | '''Internal cache:''' L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)<br> | ||
+ | '''System LSI:''' Custom ATI/Nintendo "Flipper"<br> | ||
+ | '''Embedded frame buffer:''' Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)<br> | ||
+ | '''Embedded texture cache:''' Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)<br> | ||
+ | '''Texture read bandwidth:''' 10.4GB/second (Peak)<br> | ||
+ | '''Main memory bandwidth:''' 2.6GB/second (Peak)<br> | ||
+ | '''Pixel depth: '''24-bit color, 24-bit Z buffer<br> | ||
+ | '''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.<br> | ||
+ | |||
+ | '''Sound Processor:''' custom Macronix 16-bit DSP<br> | ||
+ | '''Instruction Memory:''' 8KB RAM + 8KB ROM<br> | ||
+ | '''Data Memory:''' 8KB RAM + 4KB ROM<br> | ||
+ | '''Clock Frequency:''' 81 MHz<br> | ||
+ | '''Performance:''' 64 simultaneous channels, ADPCM encoding<br> | ||
+ | '''Sampling Frequency:''' 48KHz<br> | ||
+ | '''System Floating-point Arithmetic Capability:''' 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)<br> | ||
+ | '''Real-world polygon:''' 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)<br> | ||
+ | '''System Memory:''' 40MB<br> | ||
+ | '''Main Memory:''' 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency<br> | ||
+ | '''A-Memory:''' 16MB (81MHz DRAM)<br> | ||
+ | '''Disc Drive:''' CAV (Constant Angular Velocity) System<br> | ||
+ | '''Average Access Time:''' 128ms<br> | ||
+ | '''Data Transfer Speed:''' 16Mbps to 25Mbps<br> | ||
+ | '''Media:''' 3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity<br> | ||
+ | '''Power Supply:''' AC Adapter DC12V x 3.25A<br> | ||
+ | '''Main Unit Dimensions:''' 4.3"(H) x 5.9"(W) x 6.3"(D)<br> | ||
+ | '''Input/Output:'''<br> | ||
+ | *Controller Port x4<br> | ||
+ | * Memory Card Slot x2<br> | ||
+ | * Analog AV Output x1<br> | ||
+ | * Digital AV Output x1<br> | ||
+ | * High-Speed Serial Port x2<br> | ||
+ | * High-speed Parallel Port x1<br> | ||
+ | |||
+ | |||
+ | [[Category:Games & Consoles]] | ||
+ | |||
+ | [[Category:Consoles]] |
Versie van 6 jun 2005 om 22:51
Specs:
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