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US: $199.95
AU: $400.00 (TBA)
EU: $TBA
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Nintendo GameCube
The hardware breakdown of Nintendo's next-generation console.
December 20, 2001
Below, you will find the full specs of Nintendo's Gamecube system. If you're looking for detailed information on the console be sure to check our Ultimate Gamecube FAQ.
Launch Date: September 14, 2001, in Japan; November 5, 2001, in North America, March 2002 in Australia and Spring 2002 in Europe.
Peripheral Devices: Memory Card, containing 4 megabits of flash memory; SD-Memory Card Adapter; Wireless Wavebird; Controller; 56Kbps, V. 90, Modem Adapter; Broadband Adapter; and Digital Video Cable.
Controller: To provide more comprehensive and intuitive play control, Nintendo has added several new features to the Nintendo GameCube controller, including a second analog control stick, left and right analog trigger buttons, and a built-in rumble motor. The Nintendo GameCube controller has two grips and the controls for the left and right hands have been separated into two "systems." The right-side buttons have been re-arranged to allow the user to set the A Button home position, making the role of each button more natural.
Nintendo GameCube hardware specifications:
MPU ("Micro Processing Unit") |
Custom IBM Power PC "Gekko" |
Manufacturing Process
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0.18 micron IBM Copper Wire Technology |
Clock Frequency
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485 MHz |
CPU Capacity
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1125 Dmips (Dhrystone 2.1) |
Internal Data Precision
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32-bit Integer & 64-bit Floating-point |
External Bus
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1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock |
Internal Cache
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L1: Instruction 32KB, Data 32KB (8 way)
L2: 256KB (2 way) |
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System LSI |
Custom ATI/Nintendo "Flipper" |
Manufacturing Process
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0.18 micron NEC Embedded DRAM Process |
Clock Frequency
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162 MHz |
Embedded Frame Buffer
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Approx. 2 MB |
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Sustainable Latency: 6.2ns (1T-SRAM) |
Embedded Texture Cache
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Approx. 1 MB |
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Sustainable Latency: 6.2 ns (1T-SRAM) |
Texture Read Bandwidth
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10.4 GB/second (Peak) |
Main Memory Bandwidth
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2.6 GB/second (Peak) |
Pixel Depth
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24-bit Color, 24-bit Z Buffer |
Image Processing Functions
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Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter |
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Audio Processing |
(Incorporated into the System LSI) |
Sound Processor
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Custom Macronix 16-bit DSP |
Instruction Memory
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8KB RAM + 8KB ROM |
Data Memory
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8KB RAM + 4KB ROM |
Clock Frequency
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81 MHz |
Performance
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64 simultaneous channels, ADPCM & PCM encoding |
Sampling Frequency
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48KHz |
Performance |
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Floating-point Arithmetic Capability
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10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total) |
Real-world polygon
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6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.) |
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System Memory "Splash" |
40 MB |
Main Memory
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24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency |
A-Memory
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16 MB 81 MHz DRAM |
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Disc Drive |
CAV (Constant Angular Velocity) System |
Average Access Time
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128ms |
Data Transfer Speed
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16Mbps to 25Mbps |
Media
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3 inch Nintendo GameCube Disc based on Matsushitas Optical Disc Technology |
Capacity
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Approx. 1.5GB |
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Input/Output |
4 Controller Ports |
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2 Memory Card Slots |
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Analog AV Output |
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Digital AV Output |
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2 High-Speed Serial Ports |
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High-speed Parallel Port |
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Power Supply |
AC Adapter DC12V x 3.5A |
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Dimensions |
4.3"(H) x 5.9"(W) x 6.3"(D) |
Here's a look at Gamecube's storage medium, a smaller, proprietary DVD disk that allows for 1.5 GB of data:
For more information, check out our IGN.com's Ultimate Gamecube FAQ.
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