Here some juice on the X-Box

Now the GameCube Tech info

Now the GameCube Tech info

MPU(Microprocessor Unit): IBM Gekko Processor(an extension of the
IBM Power PC architecture)
Manufacturing process: 0.18 Microns Copper Wire Technology
Clock frequency: 405Mhz :mad: should be higher
Cpu capacity: 925 Dmips (Dhrystone2.1)
Internal data precision: 32bit&64bit floating point
External bus bandwidth: 1.6Gb/sec(peak),(32bit adress,64bit data
bus 202.5Mhz)
Internal cache: L1 Instruction 32Kb,Data 32Kb(8Way),L2
256Kb(2Way)
System LSI: "Flipper"
Manufacturing process: 0.18 microns NEC Embedded DRAM Prosses
Clock frequency: 202.5Mhz
Embedded frame buffer: +-2Mb,Sustainable Latency:5ns(1T-SRAM)
Embedded texture cache: +-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,subpixal anti-aliasing,HW light x8,
alpha blending,virtual texture disign,
multi-texture mapping/bump/environment
mapping,MIPMAP,Bilinear filtering,real-
time texture decompression(S3TC),etc.
Sound processor: Specail 16bit DSP
Instruction memory: 8Kb RAM+8Kb ROM
Data memory: 8Kb RAM+4Kb ROM
Clock frequency: 101.25Mhz
Minimum 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 a sec
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 128ns,Data transfer
speed:16Mbpsto 25Mbps
Media: 8cm Nintendo Gamecube Disc based on
Mitsushita's optical disc technology-
approximately 1.5Gb capacity
Input: Controller port:4x,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/5.9in(W) x 110mm/4.3in(H) x
161mm/6.3in(D)

The info cude chang in the time ive writen it down:D .
Info from Power Unlimited (Dutch gamers magazin)
 
Yah, the Gamecube's specs have changed since. The Xbox specs you posted are also "raw" specs. There are peak performance without effects turned on. The Gamecube specs are realworld and very conservative.
 
Ok thx.
I didnt make the spacs i just give than how thy whare whriten down in the magazin.
Soooooooo what did chang in that time(info is from the intervieuws with ppl from the consols on the E3)???? You know Microsoft thy dont give info real often like it shud.
 
Gamecube changes:
for all i know its just this:
IBM CPU increased speed from 405MHz to 485MHz
Flipper GPU decreased speed from 202MHz to 168MHz

Its supposed to balance the system a little better this way from the previous specs.
Some of the bandwidth would drop some, but because of the speed of the RAM, it wont be a problem at all.

Not alot of people seems to even know or want to know that Nintendo HAS a DVD version of the gamecube to be released by Panasonic.
So they will still bash Nintendo for not having DVD support.

I dont beleive Microsoft's Sustained polygon rate is beyond 100M/sec.
Have you seen some of their games in action? There's slowdown at some of the heavy graphic areas.
Not saying that ALL the games will be like this.
Just that the Xbox isnt as powerful as people think. (Its this whole image thing created by specs no one even knows anything about)
 
the new specs make gamecube actually better, well for developers at least. Gekko at 400mhz was a bottleneck to the rest of the system, and with the effiency of 1t-sram, it didnt hurt much to lower flipper, while upgrade the gekko.

In fact, developers wanted more power from the cpu, more custom g&l and better physics, ai, etc etc.
 
Funny when you think of it because a 405MHz Gekko proc is actually really fast for a console...I want 600MHz..LOL
 
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