COMPARATIF REVOLUTION/GAMECUBE
Revolution Specs:
2 G5 1.8GHZ CPUS ( NOT 2XCORE)
512K L2 Cache
1200 MHZ Front Side BUS - Xbox 360’s FSB is 1000 MHz
600MHz GPU with 12MB embedded 1T SRAM – 2x Pipes 4x T read?
128MB 1T SRAM MAIN MEMORY 600 MHz ( L3 Cache to CPU and GPU)
256MB 400MHZ NEC design embedded DRAM
Embedded 16-BIT HD 7.1Digital sound chip
Dedicated sound bandwidth with zero affect on CPU
6GB HD Dual Layer Panasonic Discs
When combined Rev CPUs equal 3.6 GHz. Uses copper wire for less heat and is 200MHZ faster than X360 via FSB
A 3:1 balance ratio between CPU and RAM
1:1 balance ratio between GPU and Ram
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Gamecube specs :
GameCube Specs:
Custom IBM Power PC " Gekko"
. 018 micron IBM Copper Wire Technology Manufacturing Process
485 MHz Clock Frequency
1125 Dmips ( Dhrystone 2.1) CPU Capacity
32-bit Integer & 64-bit Floating-point Internal Data Precision
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)
Total Cache 192KB
Custom ATI/Nintendo " Flipper"
. 18 micron NEC Embedded DRAM Process
162 MHz Clock Frequency
Embedded Frame Buffer
~2MB 6.2ns ( 1T-SRAM)
Embedded Texture Cache
~1MB 6.2ns ( 1T-SRAM)
10.4GB/second ( peak) Texture Read Bandwidth
2.4GB/second ( peak) Main Memory Bandwidth
24-bit color, 24-bit Buffer Pixel Depth
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinder Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression ( S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter.