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| Brand | Nintendo |
|---|---|
| Model | DOL-101 IND |
| TYPE | Gamecube |
|---|---|
| Processor | Custom IBM Power PC "Gekko" 485MHz, Internal Data Precision 32-bit Integer & 64-bit Floating-point |
| Installed Memory | 40MB |
| Game Media | 3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity |
| Color | Indigo |
| System LSI | Custom ATI/Nintendo "Flipper" @ 162MHz |
| Pixel Depth | 24-bit Color, 24-bit Z Buffer |
| Interfaces | Controller Port x4, Memory Card Slot x2, Analog AV Output x1, High-Speed Serial Port x1, High-speed Parallel Port x1 In select models - Digital AV Output x1, High-Speed Serial Port x2 |
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| Features | Manufacturing process : 0.18 micron IBM copper wire technology Clock frequency : 485 MHz CPU capacity : 1125 Dmips (Dhrystone 2.1) Internal data precision : 32-bit Integer & 64-bit floating-point External bus : 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock) Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way) System LSI : Custom ATI/Nintendo "Flipper" Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns (1T-SRAM) Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns (1T-SRAM) Texture read bandwidth : 10.4GB/second (Peak) Main memory bandwidth : 2.6GB/second (Peak) Pixel depth : 24-bit color, 24-bit Z buffer Image processing functions : Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter. Sound Processor : custom Macronix 16-bit DSP Instruction Memory : 8KB RAM + 8KB ROM Data Memory : 8KB RAM + 4KB ROM Clock Frequency : 81 MHz Performance : 64 simultaneous channels, ADPCM encoding Sampling Frequency : 48KHz System Floating-point Arithmetic Capability : 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total) Real-world polygon : 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.) Main Memory : 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency A-Memory : 16MB (81MHz DRAM) Disc Drive : CAV (Constant Angular Velocity) System Average Access Time : 128ms Data Transfer Speed : 16Mbps to 25Mbps Power Supply : AC Adapter DC12V x 3.25A |
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| Dimensions | 4.3" x 5.9" x 6.3" |
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| First Listed on Newegg | April 26, 2007 |
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