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| Offizieller Name | NINTENDO GAMECUBE |
| MPU(Microprocessor Unit) | IBM Power PC "Gekko" |
| Manufacturing Process | 0.18 microns Copper Wire Technology |
| Clock Frequency | 485 MHz |
| CPU Capacity | 925 Dmips (Dhrystone 2.1) |
| Internal Data Precision | 32 bit Integer & 64 bit Floating-point |
| External Bus Bandwidth | 1.6 GB/second (Peak) |
| External Bus Bandwidth | 1.6 GB/second (Peak) 32bit address, 64bit data bus 162MHz |
| Internal Cache | L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
| Internal Cache | L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way) |
| System LSI | Flipper |
| Manufacturing Process | 0.18 microns NEC Embedded DRAM Process |
| Clock Frequency | 162 MHz |
| Embedded Frame Buffer | Approx. 2 MB |
| Embedded Frame Buffer | Approx. 2 MB Sustainable Latency : 5 ns (1T-SRAM) |
| Embedded Texture Cache | Approx. 1MB Sustainable Latency : 5 ns (1T-SRAM) |
| Texture Read Bandwidth | 12.8 GB/second (Peak) |
| Main Memory Bandwidth | 3.2 GB/second (Peak) |
| Color, Z Buffer | Each is 24 bits |
| Image Processing Function | Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc. |
| Other | Real-time Decompression of Display List, HW Motion Compensation Capability |