NINTENDO GAMECUBE |
NINTENDO GAMECUBE |
Nintendo, je známa firma na výrobu malých vreckových videohier.... po relatívnom úspechu Nintnedo 64 konzoly sa rozholi na ďalšiu generáciu a bude sa to volať Nintendo GameCube. Konzola sa bude môcť porovnávať s X-Boxom a Playstation 2, síce nebude mať DVDromku ale zato je Gamecube len 8cm veľká a je v nej 1.5gb disk, procesor okolo 405Mhz (IBM Gekko), samozrejme modem na hru cez internet a 16Mb pamäte.
Konzola vyjde budúci rok na jeseň...
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Official Name | NINTENDO GAMECUBE |
MPU("Microprocessor Unit")* | IBM Power PC "Gekko" |
Manufacturing Process | 0.18 microns Copper Wire Technology |
Clock Frequency | 405 MHz |
CPU Capacity | 925 Dmips (Dhrystone 2.1) |
Internal Data Precision | 32bit Integer & 64bit Floating-point |
External Bus Bandwidth | 1.6GB/second(Peak) |
External Bus Bandwidth | 1.6GB/second(Peak) (32bit address, 64bit data bus 202.5MHz) |
Internal Cache | L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
Internal Cache | L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
System LSI | "Flipper" |
Manufacturing Process | 0.18 microns NEC Embedded DRAM Process |
Clock Frequency | 202.5MHz |
Embedded Frame Buffer | Approx. 2MB |
Embedded Frame Buffer | Approx. 2MB Sustainable Latency : 5ns (1T-SRAM) |
Embedded Texture Cache | Approx. 1MB Sustainable Latency : 5ns (1T-SRAM) |
Texture Read Bandwidth | 12.8GB/second (Peak) |
Main Memory Bandwidth | 3.2GB/second (Peak) |
Color, Z Buffer | Each is 24bits |
Image Processing Function | Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc. |
Other | Real-time Decompression of Display List, HW Motion Compensation Capability |
Sound Processor | Special 16bit DSP |
Instruction Memory | 8KB RAM + 8KB ROM |
Instruction Memory | 8KB RAM + 8KB ROM |
Data Memory | 8KB RAM + 4KB ROM |
Clock Frequency | 101.25 MHz |
Maximum Number of Simultaneously Produced Sounds | ADPCM: 64ch |
Sampling Frequency | 48KHz |
System Floating-point Arithmetic Capability | 13.0GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total) |
Actual Display Capability | 6 million to 12 million polygons/second |
Actual Display Capability | 6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.) |
System Main Memory | 24MB Sustainable Latency : 10ns or lower (1T-SRAM) |
A-Memory | 16MB (100MHz DRAM) |
Disc Drive | CAV (Constant Angular Velocity) System |
Disc Drive | CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms |
Media | 8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology |
Media | 8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology Approx. 1.5GB Capacity |
Input/Output | Controller Port x4 Digicard Slot x2 Analog AV Output x1 Digital AV Output x1 High-Speed Serial Port x2 High-speed Parallel Port x1 |
Power Supply | AC Adapter DC12V x 3.5A |
Main Unit Dimensions | 150mm(W) x 110mm(H) x 161mm(D) |