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GameCube technical specifications

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Nintendo originally offered a digital video output on early GameCube models. However, it was determined that less than one percent of users utilized the feature. The company eventually removed the option starting with model number DOL-101 of May 2004.[1] The console's technical specifications are as follows.[2][3][4]

IBM PowerPC "Gekko" processor
IBM PowerPC "Gekko" processor (180 nm) shaved down to show the silicon die
ATi "Flipper" processor
ATi "Flipper" (180 nm) shaved down to show the silicon die
One of the two 1T-SRAM RAM modules shaved down to expose the die
GameCube Game Disc
Details Ref.
CPU
  • 32-bit 486 MHz IBM "Gekko" PowerPC CPU (based on the 750CXe and 750FX)[citation needed]
    • 180 nm IBM six-layer, copper-wire process, 43 mm2 die with 4.9 watts dissipation
    • 1.8 V for logic and I/O
    • 27×27 mm PBGA package with 256 contacts
    • 18.6 million transistors; of which 6.35 million transistors are for logic
  • Superscalar 3 issue (2 plus branch folding)
  • Out-of-order execution
  • Two 4-stage integer units: IU1 and IU2, 32-bit
  • Front-side bus:
    • 162 MHz 64-bit enhanced 60x bus northbridge to Flipper
    • 1.3 GB/s peak bandwidth (32-bit address, 64-bit data bus)
  • On-chip caches:
    • 32 KB 8-way set-associative L1 instruction cache
    • 32 KB 8-way set-associative L1 data cache
      • Half of L1 data cache (16 KB) can be locked for fast DMA-from-cache in parallel with instruction execution
    • 256 KB 2-way set-associative L2 cache
  • 64-bit Floating Point Unit (FPU) coprocessor:
  • Data Compression
    • 2:1 and 4:1 compression for graphics data yields 5.2 GB/s peak effective bus bandwidth
    • Load Q instruction: converts 8-bit or 16-bit, signed or unsigned integers to SP floating point
    • Store Q instruction: converts SP floating point to 8-bit or 16-bit, signed or unsigned integer
  • Branch Prediction Unit (BPU)
  • Load-Store Unit (LSU)
  • System Register Unit (SRU)
  • Memory Management Unit (MMU)
  • Branch Target Instruction Cache (BTIC)
  • CPU performance: 1125 DMIPS (Dhrystone 2.1)
[5][6]
GPU [5][6][10]
System memory
  • 43 MB total non-unified RAM
    • 24 MB (2× 12 MB) MoSys 1T-SRAM @ 324 MHz (codenamed "Splash") as main system RAM
    • 3 MB embedded 1T-SRAM cache within "Flipper" GPU (2 MB framebuffer/Z-buffer, 1 MB texture cache)
    • 16 MB DRAM used as I/O buffer for audio and DVD drive
  • Memory bus width: 64-bit main system RAM, 896-bit internal GPU memory, 8-bit ARAM
  • Memory bandwidth: 1.3 GB/s Gekko to Northbridge, 2.6 GB/s Flipper to main system RAM, 10.4 GB/s texture cache, 7.8 GB/s framebuffer/Z-buffer, 81 MB/s auxiliary RAM[5]
  • Latency: Under 10 ns main memory, 5 ns texture cache, 5 ns framebuffer memory
[6][11][10]
Audio
  • Audio processor integrated into Flipper: custom 81 MHz Macronix 16-bit DSP
    • Sampling frequency: 48 kHz
    • 64 simultaneous channels, ADPCM encoding
    • Instruction memory: 8 KB RAM, 8 KB ROM
    • Data memory: 8 KB RAM, 4 KB ROM
  • External auxiliary RAM: 16 MB DRAM @ 81 MHz
    • Auxiliary RAM bus: 8-bit
    • Auxiliary RAM bus bandwidth: 81 MB/s[5]
    • CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes [2]
  • Stereo output (may contain 5.1-channel surround via Dolby Pro Logic II)
[5][11]
Video modes [5]
Connectivity [5][better source needed]
Storage
  • 8 cm optical GameCube Game Disc
    • Approx. 1.5 GB capacity
    • 16 Mbit/s–25 Mbit/s transfer rate operating in CAV mode
    • 128 ms average access time
  • Memory card
    • Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1,019 blocks, incompatible with some games[12])
    • 8 KB sectors
[5][11][13]
Other
  • Power supply
    • DC 12 volts
    • 3.25 A
  • Dimensions: 4.3 in (110 mm) (H) × 5.9 in (150 mm) (W) × 6.3 in (160 mm) (D)
[11]

References

  1. "Nintendo's GameCube Component FAQ page". Nintendo. Retrieved March 27, 2008.
  2. 2.0 2.1 2.2 "DCTP - Nintendo's Gamecube Technical Overview". Archived from the original on December 31, 2015. Retrieved November 22, 2015. Unknown parameter |url-status= ignored (help)
  3. "Console Specs". Retrieved November 22, 2015.
  4. IGN Staff (November 4, 2000). "Gamecube Versus PlayStation 2". IGN. Retrieved November 22, 2015.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Shimpi, Anand Lal (December 7, 2001). "Hardware Behind the Consoles - Part II: Nintendo's GameCube". AnandTech. Archived from the original on July 3, 2010. Retrieved July 9, 2013. Unknown parameter |url-status= ignored (help)
  6. 6.0 6.1 6.2 "Game Consoles: A Look Ahead". Ace's Hardware. December 14, 2003. Archived from the original on February 8, 2004. Retrieved March 27, 2008.
  7. 7.0 7.1 7.2 7.3 Graphics Processor Specifications, IGN, 2001
  8. IGN Staff (January 17, 2001). "GameCube 101: Graphics". IGN. Retrieved November 22, 2015.
  9. "X-ing Things Out". IGN. January 9, 2001. Archived from the original on January 23, 2001. Retrieved November 12, 2021.
  10. 10.0 10.1 GameCube clears path for game developers, EE Times, 5/16/2001
  11. 11.0 11.1 11.2 11.3 "GCN Technical Specifications". Nintendo. Archived from the original on May 2, 2008. Retrieved March 28, 2008.
  12. "| Nintendo - Customer Service - Memory Card 1019 |".
  13. "Nintendo GameCube Accessories". Nintendo. Archived from the original on September 11, 2012. Retrieved July 3, 2009. Unknown parameter |url-status= ignored (help) (dead)


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