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SPECS



NINTENDO GAMECUBE



MPU("Microprocessor Unit") Custom IBM Power PC "Gekko"

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"

Manufacturing Process 0.18 micron NEC Embedded DRAM Process

Clock Frequency 162 MHz

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



The following sound related functions are all incorporated into the System LSI



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.)

System Memory 40MB

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

Media 3 inch NINTENDO GAMECUBE Disc based on Matsushita's
Optical Disc Technology, Approx. 1.5GB Capacity

Input/Output Controller Port x4


Memory Card 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 4.3"(H) x 5.9"(W) x 6.3"(D)



PLAYSTATION2



CPU
128-bit Playstation 2 CPU

System Clock Frequency
294.912 MHz

Cache Memory
Instruction: 16KB, Data: 8KB + 16KB (ScrP)

Main Memory
Direct Rambus (Direct RDRAM)

Memory Size
32MB

Memory Bus Bandwidth
3.2GB per Second

Co-processor
FPU (Floating Point Unit)

Floating Point Multiply Accumulator x 1,
Floating Point Divider x 1

Vector Units
VU0 and VU1

Floating Point Multiply Accumulator x 9,
Floating Point Divider x 3

Floating Point Performance
6.2 GFLOPS

3D CG Geometric Transformation
66 Million Polygons per second

Compressed Image Decoder
MPEG2

Graphics
Graphics Synthesizer

Clock Frequency
147.456MHz

Embedded DRAM
4MB

DRAM Bus bandwidth
48GB per Second

DRAM Bus width
2560 Bits

Pixel Configuration
RGB:Alpha:Z Buffer (24:8:32)

Polygon Drawing Rate
75 Million Polygons per Second

Screen Resolution
Variable from 256 x 224 to 1280 x 1024

Sound
"SPU2+CPU"

Number of Voices
ADPCM: 48ch on SPU2 plus definable, software programmable voices

Sound Memory
2MB

Output Frequency
Variable up to 48 KHz (DAT quality)

IOP
I/O Processor

CPU Core
PlayStation (current) CPU

Clock Frequency
33.8688MHz or 36.864MHz (Selectable)

IOP Memory
2MB

Sub Bus
32-bit

Interface Types
IEEE1394 i.Link , Universal Serial Bus (USB) x 2

, Controller Port x 2, Memory Card x 2

Disc Device
CD-ROM and DVD-ROM

Device Speed
CD-ROM 24 times speed
,
DVD-ROM 4 times speed


(North American model)
Drive bay (for 3.5" hard disc drive)



Expansion unit (for network interface)

DVD-Video playback built into the hardware, no Memory Card required




XBOX



The Console

CPU: 733 MHz chip crafted by Intel


Graphics Processor: 250MHz custom chip named XGPU, developed by Microsoft and nVIDIA


Total Memory: The RAM in the Xbox will be supplied by Micron, it will be 64 MB running at
200MHz DDR (Double-Data-Rate)


Memory Bandwidth: 6.4 GB/sec


Polygon Performance: 125 M/sec


Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)


Micropolygons/particles per second: 125 M/sec


Particle Performance: 125 M/sec


Simultaneous Textures: 4


Pixel Fill Rate - No Texture: 4.0 G/Sec (anti-aliased)


Pixel Fill Rate - 1 Texture: 4.0 G/Sec (anti-aliased)


Compressed Textures: Yes (6:1)


Full Scene Anti-Alias: Yes


Micro Polygon Support: Yes


Storage Medium: 2-5x DVD, 10GB hard disk, 8MB memory card


I/0: 2-5x DVD, 10GB hard disk, 8MB memory card


Audio Channels:64 (up to 256 stereo voices)


3D Audio Support: Yes


MIDI DLS2 Support: Yes


AC3 Encoded Game Audio: Yes


Broadband Enabled: Yes


Modem Enabled: No


DVD Movie Playback: Remote control package required


Maximum Resolution: 1920x1080


Maximum Resolution (2x32bpp frame buffers +Z): 1920x1080


HDTV Support: Yes


Controller Ports: 4 USB Ports

The Controller

Two analog pressure point triggers


6 analog buttons (red, blue, green, yellow, black, and white) with 256 degrees of accuracy and control


1 eight way directional pad


2 menu navigational buttons (back, start)


2 peripheral expansion slots,


9 feet of cable


2 vibration feedback motors for that extra buzz of reality.



Connection Devices & Add-Ons


High Definition AV Pack: This pack connects users that have high-definition ready TVs that support 480p 720p and 1080f component video signals, analog inputs and / or digital receivers.


Memory Unit: Serving as a solution for needed extra storage space.


Advanced AV Pack: Works with S-Video and AV input TVs


RF Adapter: Connects the Xbox to TVs without audio and video connections


Standard AV Cable: Connects the Xbox to TVs equipped with audio and video input terminals. Included with the Xbox.


System Link Cable: A cable for connecting two consoles for 8 player gameplay


DVD Kit: A Kit is required for DVD Movie playback, the kit includes an infa red receiver and a remote.

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