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Microprocessor unit IBM Power PC "Gekko"
Manufacturing process 0.18 microns copper wire technology
Clock frequency 405 MHz
CPU capacity 925 Dmips (Dhrystone 2.1)
Internal data precision 32-bit integer and 64-bit floating point
External bus bandwidth 1.6GB/second (peak) (32-bit address, 64-bit data bus 202.5 MHz)
Internal cache L1: 32KB instruction, 32KB data (8-way)
L2: 256KB (2-way)
System LSI "Flipper"
Manufacturing process 0.18 microns NEC embedded DRAM
Clock frequency 202.5 MHz
Embedded frame buffer approx. 2MB; sustainable latency: 5ns (1T-SRAM)
Embedded texture cache approx. 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 24 bits
Image-processing function fog; subpixel antialiasing; hardware light x8; alpha blending; virtual texture design; multitexture mapping/bump/environment mapping; MIPMAP; bilinear filtering
More image-processing functions real-time decompression of display list; hardware motion-compensation capability
Sound processor special 16-bit DSP
Instruction memory 8KB RAM plus 8KB ROM
Data memory 8KB RAM plus 4KB ROM
Clock frequency 101.25 MHz
Maximum number of simultaneously produced sounds ADPCM: 64 channels
Sampling frequency 48 KHz
System floating-point arithmetic capability 13Gflops (peak), (MPU, geometry engine, hardware lighting total)
Actual display capacity 6 to 12 million polygons/second (display capability assuming actual game with complexity model, texture, and so on)
System main memory 24MB sustainable latency: 10ns or lower (1T-SRAM)
A-Memory 16MB RAM (100-MHz DRAM)
Disc drive CAV (Constant Angular Velocity) system, average access time 128ms, data-transfer speed 16 to 25 mbps
Media 8 cm Nintendo Gamecube disc based on Matsushita's Optical Disc technology; approx. 1.5GB capacity
Input/output controller port x4; Digicard slot x2; analog AV output; digital AV output; high-speed serial port x2; high-speed parallel port
Power supply AC Adapter DC12V x 3.5A
Main unit dimensions 150 mm (width) x 110 mm (height) x 161 mm (depth)
Microprocessor unit IBM Power PC "Gekko"
Manufacturing process 0.18 microns copper wire technology
Clock frequency 405 MHz
CPU capacity 925 Dmips (Dhrystone 2.1)
Internal data precision 32-bit integer and 64-bit floating point
External bus bandwidth 1.6GB/second (peak) (32-bit address, 64-bit data bus 202.5 MHz)
Internal cache L1: 32KB instruction, 32KB data (8-way)
L2: 256KB (2-way)
System LSI "Flipper"
Manufacturing process 0.18 microns NEC embedded DRAM
Clock frequency 202.5 MHz
Embedded frame buffer approx. 2MB; sustainable latency: 5ns (1T-SRAM)
Embedded texture cache approx. 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 24 bits
Image-processing function fog; subpixel antialiasing; hardware light x8; alpha blending; virtual texture design; multitexture mapping/bump/environment mapping; MIPMAP; bilinear filtering
More image-processing functions real-time decompression of display list; hardware motion-compensation capability
Sound processor special 16-bit DSP
Instruction memory 8KB RAM plus 8KB ROM
Data memory 8KB RAM plus 4KB ROM
Clock frequency 101.25 MHz
Maximum number of simultaneously produced sounds ADPCM: 64 channels
Sampling frequency 48 KHz
System floating-point arithmetic capability 13Gflops (peak), (MPU, geometry engine, hardware lighting total)
Actual display capacity 6 to 12 million polygons/second (display capability assuming actual game with complexity model, texture, and so on)
System main memory 24MB sustainable latency: 10ns or lower (1T-SRAM)
A-Memory 16MB RAM (100-MHz DRAM)
Disc drive CAV (Constant Angular Velocity) system, average access time 128ms, data-transfer speed 16 to 25 mbps
Media 8 cm Nintendo Gamecube disc based on Matsushita's Optical Disc technology; approx. 1.5GB capacity
Input/output controller port x4; Digicard slot x2; analog AV output; digital AV output; high-speed serial port x2; high-speed parallel port
Power supply AC Adapter DC12V x 3.5A
Main unit dimensions 150 mm (width) x 110 mm (height) x 161 mm (depth)
Sure, a little cutting and pasting wouldn't have taken you long, but don't expect anyone to care/understand/read it/give you a free game for it, and if none of that doesn't happen, what's the point?
In reality the N64's processor operates everything, whereas the PSX has specific graphics and texture chips. Also the PSX rarely gets beyond 300,000... EVER!
Rav
What? This is no cube? We have been conned! Thats false advertising that is! (Fades)