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Spec Sheet

System Faq







Processor: 128-bit IBM Gekko
CPU Speed: 485 MHz
Players: 4 per System
System Memory: 40MB
Main Memory: 24MB 1T S RAM
A- Memory: 16MB DRAM
Sound: 16bit DSP, 2MB RAM
Sound Support: Dolby, DTS, AC3
Sound: SPU2, 2MB RAM
Sound Support: Dolby, DTS, AC3
Video Memory: 4MB Visual RAM
Media: 8cm Mini-DVD
Disc Size: 1.5 GB
Disc Drive: CAV (Constant Angular V)
System Weight: 2.4 kg (5 lbs. 5 oz.)
Sys. Dimensions: 15 x 11 x 16 cm

Controllers: 4 Controller Ports
Memory Cards: 2 Digicard Ports
Various Input: 2 Serial Ports
Other Input: 1 Parallel Port
TV Connection: 1 Analog AV Output
Premium Output: 1 Digital Output
Expansion: 1 Type III PCMCIA

Official Name: NINTENDO GAMECUBE, Nintendo GameCube
System Main Memory: 24MB Sustainable Latency : 10ns or lower (1T-SRAM)
Power Supply: AC Adapter DC12V x 3.5A
Main Unit Dimensions: 150mm(W) x 110mm(H) x 161mm(D)

Display Capability:


6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)


Input/Output:


4 Controller Ports; 2 Digicard Slots; 2 High-Speed Serial Ports; 1 High-speed Parallel Port; 1 Analog AV Output; 1 Digital AV Output

Processor

MPU IBM Power PC "Gekko"
Manufacture Process: 0.18 Microns Copper Wire Technology
Clock Frequency: 485 MHz
CPU Capacity: 1125 Dmips (Dhrystone 2.1)
Int. Data Precision: 32bit Integer & 64bit Floating-point
Ext. Bus Bandwidth: 1.3GB/second (Peak)
Internal Cache: L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

System LSI

System LSI: "Flipper" (Custom ATI/Nintendo)
Manufacture Process: 0.18 microns NEC Embedded DRAM Process
Clock Frequency: 162MHz
Floating Point Ability: 13.0 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Frame Buffer: Approx. 2MB, Sustainable Latency: 6.2ns (1T-SRAM)
Texture Cache: Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
Texture Read Band.: 10.4GB/second (Peak)
Main Mem. Bandwidth: 2.6GB/second (Peak)
Color, Z-Buffer: Each is 24bits

Image Proc. Function:


Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear/Trilinear/Anisotropic Filtering, Real-time Texture Decompression (S3TC), HW 3-line Deflickering filter, etc.

Sound Specs

Sound Processor: Special 16bit DSP
Instruction Memory: 8KB RAM + 8KB ROM
Data Memory: 8KB RAM + 4KB ROM
Clock Frequency: 81 MHz
Performance: ADPCM Encoding; 64 Simultaneous Channels
Sampling Frequency: 48KHz
Media


Disc Drive:


CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms


Media Type:


8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology Approx. 1.5GB Capacity


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Nintendo's official GameCube site can be found at http://www.nintendo.com

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