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GameCube : les specs !

Nintendo a listé les spécifications techniques de la GameCube…

Voici à létat brut (et donc en anglais) le listing complet des capacités de la GameCube. Une synthèse viendra sans doute un peu plus tard. En attendant, pour les friands de la techno hard, voici la totale. Signalons juste le processeur 0,18 microns IBM Power PC (contre 0,25 pour la Playstation 2 actuellement dans le commerce) cadencé à 405 MHz, les minis disques DVD de 8 cm (format des mini disques audio), des sorties audio vidéo analogues et digitales, deux ports série et un port parallèle… Non officiel 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. Autres Real-time Decompression of Display List, HW Motion Compensation Capability *The Gekko MPU integrates the power PC CPU into a custom, game-centric chip. (The following sound related functions are all incorporated into the System LSI) Sound Processor Special 16bit DSP 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 (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 Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms 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

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