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MPU ("Micro Processing Unit")
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Custom IBM Power PC "Gekko"
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0.18 micron IBM Copper Wire Technology
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485 MHz
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1125 Dmips (Dhrystone 2.1)
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32-bit Integer & 64-bit Floating-point
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1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
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L1: Instruction 32KB, Data 32KB (8 way)
L2: 256KB (2 way)
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System LSI
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Custom ATI/Nintendo "Flipper"
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0.18 micron NEC Embedded DRAM Process
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162 MHz
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Approx. 2 MB
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Sustainable Latency: 6.2ns (1T-SRAM)
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Approx. 1 MB
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Sustainable Latency: 6.2 ns (1T-SRAM)
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10.4 GB/second (Peak)
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2.6 GB/second (Peak)
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24-bit Color, 24-bit Z Buffer
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Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC) Real-time Decompression of Display List, HW 3-line Deflickering filter
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Audio Processing
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(Incorporated into the System LSI)
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Custom Macronix 16-bit DSP
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8KB RAM + 8KB ROM
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8KB RAM + 4KB ROM
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81 MHz
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64 simultaneous channels, ADPCM & PCM encoding
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48KHz
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Performance
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10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
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6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
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System Memory "Splash"
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40 MB
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24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency
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16 MB 81 MHz DRAM
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Disc Drive
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CAV (Constant Angular Velocity) System
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128ms
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16Mbps to 25Mbps
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3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology
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Approx. 1.5GB
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Input/Output
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4 Controller Ports
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2 Memory Card Slots
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Analog AV Output
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Digital AV Output
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2 High-Speed Serial Ports
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High-speed Parallel Port
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Power Supply
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AC Adapter DC12V x 3.5A
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Dimensions
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4.3"(H) x 5.9"(W) x 6.3"(D)
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