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! [[Graphics processing unit|GPU]]
 
! [[Graphics processing unit|GPU]]
 
|  
 
|  
* 162 MHz [[ArtX]]-designed [[ATI Technologies|ATI]] "Flipper" [[ASIC]] (9.4 [[GigaFLOPS|GFLOPS]])
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* 162&nbsp;MHz [[ArtX]]-designed [[ATI Technologies|ATI]] "Flipper" [[ASIC]] (9.4&nbsp;[[GigaFLOPS|GFLOPS]])<ref name="segatech"/>
 
* 180&nbsp;nm [[NEC]] [[eDRAM]] manufacturing process, 51 million [[transistor]]s (approximately half dedicated to 1T-SRAM), 106&nbsp;mm² die
 
* 180&nbsp;nm [[NEC]] [[eDRAM]] manufacturing process, 51 million [[transistor]]s (approximately half dedicated to 1T-SRAM), 106&nbsp;mm² die
 
* Contains GPU, audio DSP, I/O controller and northbridge
 
* Contains GPU, audio DSP, I/O controller and northbridge
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* Simultaneous textures per pass: 4
 
* Simultaneous textures per pass: 4
 
* [[Color depth]]: 24-bit [[RGB color model|RGB]], 32-bit [[RGBA color space|RGBA]]
 
* [[Color depth]]: 24-bit [[RGB color model|RGB]], 32-bit [[RGBA color space|RGBA]]
*System [[floating-point]] arithmetic capability: 11 GFLOPS (peak) (MPU, Geometry Engine, Hardware Lighting Total)
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*System [[floating-point]] arithmetic capability: 11 GFLOPS<ref name="segatech"/> (peak) (MPU, Geometry Engine, Hardware Lighting Total)
* [[Fillrate]]: 648 [[megapixel]]s/sec, with [[Z-buffering]], [[alpha blending]], [[Distance fog|fogging]], [[texture mapping]], [[trilinear filtering]], [[mipmap]]ping and [[S3 Texture Compression]]
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* [[Fillrate]]: 648 [[megapixel]]s/sec, with [[Z-buffering]], [[alpha blending]], [[Distance fog|fogging]], [[texture mapping]], [[trilinear filtering]], [[mipmap]]ping and [[S3 Texture Compression]]<ref name="IGN3">[https://web.archive.org/web/20010331050522/http://cube.ign.com/news/32458.html Graphics Processor Specifications], [[IGN]], 2001</ref>
*Raw [[Polygon (computer graphics)|polygon]] performance: 90 million polygons/sec
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*Raw [[Polygon (computer graphics)|polygon]] performance: 90 million polygons/sec<ref name="IGN1">{{cite web|url=http://ign.com/articles/2001/01/17/gamecube-101-graphics|title=GameCube 101: Graphics|author=IGN Staff|date=January 17, 2001|work=IGN|accessdate=November 22, 2015}}</ref>
**40 million polygons/sec, with fogging, Z-buffering, alpha blending and [[Gouraud shading]]
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**40 million polygons/sec, with fogging, Z-buffering, alpha blending and [[Gouraud shading]]<ref name="IGN3"/>
**33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping
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**33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping<ref name="IGN3"/>
**25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting
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**25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting<ref name="IGN3"/>
**6-20 million polygons/sec, assuming actual game conditions, with complex models, fully textured, fully lit, etc.
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**6-20 million polygons/sec,<ref name="IGN2">{{cite web|url=http://cube.ign.com/news/29756.html|archiveurl=https://web.archive.org/web/20010123223800/http://cube.ign.com/news/29756.html|title=cube.ign.com: X-ing Things Out|archivedate=January 23, 2001|publisher=|accessdate=November 22, 2015|deadurl=yes|df=mdy-all}}</ref> assuming actual game conditions, with complex models, fully textured, fully lit, etc.
 
*16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)[http://amnoid.de/gc/tev.html]
 
*16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)[http://amnoid.de/gc/tev.html]
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
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** 16&nbsp;MB [[Dynamic random access memory|DRAM]] used as [[Input/output|I/O]] buffer for audio and DVD drive
 
** 16&nbsp;MB [[Dynamic random access memory|DRAM]] used as [[Input/output|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 bus]] width: 64-bit main system RAM, 896-bit internal GPU memory, 8-bit ARAM
* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM
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* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM<ref name="Specs - Anandtech"/>
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 
|-
 
|-
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* External audio RAM: 16&nbsp;MB DRAM @ 81&nbsp;MHz
 
* External audio RAM: 16&nbsp;MB DRAM @ 81&nbsp;MHz
 
** Audio RAM bus: 8-bit
 
** Audio RAM bus: 8-bit
** Audio RAM bus bandwidth: 81 MB/s
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** Audio RAM bus bandwidth: 81 MB/s<ref name="Specs - Anandtech"/>
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
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*640&times;480 progressive scan ([[480p]]) @ 60&nbsp;Hz (mostly NTSC games only)
 
*640&times;480 progressive scan ([[480p]]) @ 60&nbsp;Hz (mostly NTSC games only)
 
*768&times;576 interlaced ([[576i]]) @ 50&nbsp;Hz (PAL games only)
 
*768&times;576 interlaced ([[576i]]) @ 50&nbsp;Hz (PAL games only)
 +
| style="text-align:center" | <ref name="Specs - Anandtech" />
 
|-
 
|-
 
! Connectivity
 
! Connectivity
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** 128&nbsp;ms average [[access time]]
 
** 128&nbsp;ms average [[access time]]
 
* [[Memory cards in video game consoles|Memory card]]
 
* [[Memory cards in video game consoles|Memory card]]
** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games)
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** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games<ref>https://www.nintendo.com/consumer/memorycard1019.jsp</ref>)
 
** 8&nbsp;KB sectors
 
** 8&nbsp;KB sectors
 
|-
 
|-

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