Description: CPU - "Gekko" CPU: IBM Power
PC "Gekko" Manufacturing Process: 0.18 microns 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 Bandwidth: 1.3 GB/second peak bandwidth (32-bit address, 64-bit data
bus at 162 MHz) Internal Cache: L1: Instruction 32 KB, Data 32 KB (8 way) L2: 256 KB (2 way) GPU - "Flipper" (system LSI) Manufacturing Process: 0.18 microns NEC Embedded DRAM Process Clock Frequency: 162 MHz Embedded Frame Buffer/Z Buffer: Approx. 2 MB, Sustainable Latency: 6.2 ns (1T-SRAM) Embedded Texture Cache: Approx. 1 MB, Sustainable Latency: 6.2 ns (1T-SRAM) Texture Read Bandwidth: 10.4 GB/second (Peak) Main Memory Bandwidth: 2.6 GB/second (Peak) Color depth, Z Buffer depth: 24-bits Image Processing Function: 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, and Real-time
Hardware Texture Decompression (S3TC). Other: Real-time Decompression of Display List,
Hardware Motion Compensation Capability, and 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: 8 KB RAM + 8 KB ROM Data Memory: 8 KB RAM + 4 KB ROM Clock Frequency: 81 MHz Maximum Number of Simultaneously Produced Sounds: 64 simultaneous channels, ADPCM encoding Sampling Frequency: 48 KHz System Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak) (MPU, Geometry Engine,
Hardware Lighting Total) Estimated raw
display capability: 32 million polygons/second (Peak) (no texture, gouraud shading) Actual Display Capability: 6 to 12 million polygons/second (Assuming actual
game conditions with complex models, fully textured, fully lit, etc.) Total System Memory: 40 MB Main Memory: 24 MB with sustainable latency of 10