| MPU
("Micro Processing 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
|
1.3 GB/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. 2 MB |
| |
Sustainable
Latency: 6.2ns (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) |
|
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,
Ansitropic Filtering, Real-time Hardware
Texture Decompression (S3TC)
Real-time Decompression of Display List,
HW 3-line Deflickering filter |
| |
|
| Audio
Processing |
(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 & PCM encoding |
|
Sampling
Frequency
|
48KHz |