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Nintendo
GameCube System Fact Sheet
May 20, 2001 |
Size:
Approximate Height 4.3" / Width 5.9" / Depth 6.3".
Media: Three-inch NINTENDO GAMECUBE Disc based on
Matsushitas Optical Disc Technology, with approx. 1.5GB Capacity.
Launch Date: September 14, 2001, in Japan; November 5, 2001, in
North America; and Spring 2002 in Europe.
Titles: Seven exclusive NINTENDO GAMECUBE titles from Nintendo
are expected by the 2001 holiday season in North America.
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
|
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
|
1.3 GB/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" |
Manufacturing Process
|
0.18 micron
NEC Embedded DRAM Process |
Clock Frequency
|
162 MHz |
Embedded Frame Buffer
|
Approx. 2 MB |
|
Sustainable
Latency: 6.2ns (1T-SRAM) |
Embedded Texture Cache
|
Approx. 1 MB |
|
Sustainable
Latency: 6.2 ns (1T-SRAM) |
Texture Read Bandwidth
|
10.4 GB/second
(Peak) |
Main Memory Bandwidth
|
2.6 GB/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, Ansitropic
Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter |
|
|
Audio
Processing |
(Incorporated
into the System LSI) |
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 |
Performance |
|
Floating-point Arithmetic Capability
|
10.5 GFLOPS
(Peak)
(MPU, Geometry Engine, HW Lighting Total) |
Real-world polygon
|
6 to 12 million polygons/second
(Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.) |
|
|
System
Memory |
40 MB |
Main Memory
|
24 MB MoSys
1T-SRAM
Approximately 10ns Sustainable Latency |
A-Memory
|
16 MB 81 MHz
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 Matsushitas Optical Disc Technology |
Capacity
|
Approx. 1.5GB |
|
|
Input/Output
|
4 Controller
Ports |
|
2 Memory Card
Slots |
|
Analog AV
Output |
|
Digital AV
Output |
|
2 High-Speed
Serial Ports |
|
High-speed
Parallel Port |
|
|
Power
Supply |
AC Adapter
DC12V x 3.5A |
|
|
Dimensions |
4.3"(H) x
5.9"(W) x 6.3"(D) |
*The peak figures listed are
all for maximum instantaneous performance and cannot be achieved in an actual game.
However, following the conventions of the game industry, they are listed for your
reference.
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