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GameCube

Central Processing Unit 485 MHz IBM "Gekko" PowerPC CPU. * PowerPC 750CXe based core.[7] * 180 nm IBM copper-wire process. 43-mm² die. 4.9 W dissipation.[7] * Roughly 50 new vector instructions.[7] * 32-bit ALU. 64-bit FPU, usable as 2x32-bit SIMD[7] o 1.9Gflops on fpu(10Gflops means the whole unit in operations such as geometry engine, T&L, TEV and other, this number is not all on the cpu) * 64-bit enhanced PowerPC 60x front side bus to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[7] * 64 KB L1 cache (32 KB I/32 KB D). 8-way associative. 256 KB on-die L2 cache. 2-way associative.[7] * 1125 DMIPS (dhrystone 2.1) [edit] System Memory 43 MB total non-unified RAM * 24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[7] * 3 MB embedded 1T-SRAM within "Flipper".[8] o Split into 1 MB texture buffer and 2 MB frame buffer.[8] o 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[7] * 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[7] [edit] Graphics Processing Unit and System Chipset 162 MHz "Flipper" LSI. 180 nm NEC EDRAM-compatible process. Co-developed by Nintendo and ArtX. * 4 pixel pipelines with 1 texture unit each[7] * TEV "Texture EnVironment" engine (similar to "pixel shader") [9][10] * Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[10] * 648 megapixels/second (162 MHz x 4 pipelines), 648 megatexels/second (648 MP x 1 texture units) (peak) o Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with textures and lit * 8 texture layers per pass, texture compression, full scene anti-aliasing[10] * Bilinear, trilinear, and anisotropic texture filtering * Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer * 24-bit RGB / RGBA color depth. o Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding. * 640×480 interlaced or progressive scan * Integrated audio processor: Custom 81 MHz Macronix DSP o Instruction Memory: 8 KB RAM, 8 KB ROM o Data Memory: 8 KB RAM, 4 KB ROM o 64 channels 16-bit 48 KHz ADPCM[10] o Dolby Pro Logic II, AC3 signal through "digital out" with D-Terminal cable
PS2
* CPU: 128 bit "Emotion Engine" clocked at 294 MHz (299 Mhz on newer versions), 10.5 million transistors o System Memory: 32 MB Direct Rambus or RDRAM (note that some computers use this type of RAM) o Memory bus Bandwidth: 3.2 GB per second o Main processor: MIPS R5900 CPU core, 64 bit o Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1) o Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit + VU0 used for physics and other gameplay type things + VU1 used for polygon transformations, lighting and other visual based calculations o Floating Point Performance: 6.2 GFLOPS (single precision 32-bit floating point) + FPU 0.64gflops + VU0 2.44gflops + VU1 3.08gflops o 3D CG Geometric Transformation: 66 million polygons/sec + 3D CG Geometric Tranformations under curved surfaces: 16 million polygons/sec o Compressed Image Decoder: MPEG-2 o I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer o Cache memory: Instruction: 16KB, Data: 8KB + 16 KB (ScrP) * Graphics: "Graphics Synthesizer" clocked at 147 MHz o Pixel pipelines:16 o Video output resolution: variable from 256x224 to 1280x1024 pixels o 4 MB Embedded DRAM video memory bandwith at 48GB per second (main system 32 MB can be dedicated into vram) o DRAM Bus bandwidth: 48.0GB per second + Texture buffer bandwith:9.6GB/sec + Frame buffer bandwith:38.4GB/sec o DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) o Pixel Configuration: RGB:Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer) o Dedicated connection to: Main CPU and VU1 o Overall Pixel fillrate: 16x147 = 23.52Gpixel/sec(rounded to 2.4Gpixel/sec) o Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel real-world triangles) o Pixel fillrate: with 1 full texture(Defuse Map), Gouraud shaded 1.2(37,750,000 32pixel real-world triangles) o Pixel fillrate: with 2 full textures(Defuse map + specular or alpha or other), Gouraud shaded 0.6(18,750,000 32pixel real-world triangles) o Multi-pass rendering ability + Four passes = 300M pixels/second (300M pixel/sec divided by 32pixel = 9,375,000 triangle/sec lossed every four passes) * Sound: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz) o Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels o Sampling Frequency: 44.1 kHz or 48 kHz (selectable) o Output: Dolby Digital 5.1 Surround sound, DTS (cutscenes only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II * I/O Processor o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz) o Sub Bus: 32 Bit o Connection to: SPU and CD/DVD controller. * Interface Types: 2 proprietary PlayStation controller ports (250KHz clock for PS1 and 500KHz for PS2 controllers), 2 proprietary Memory Card slots using MagicGate encryption (250KHz for PS1 cards, up to 2MHz for PS2 cards), Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor, Modem and Internal Hard Disk Drive, IEEE 1394 (only in SCPH 10xxx - 3xxxx), Infrared remote control port (SCPH 5000x and newer),[15] and 2 USB 1.1 ports with an OHCI-compatible controller. * Disc Drive type: 24x (PlayStation 2 format CD-ROM, PlayStation format CD-ROM) 4x (Supported DVD formats) Region-locked with anti-copy protection (Can't read "Gold Discs" aka normal CD-ROMs) * Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB), DVD Video (4.7 GB). Later models are DVD-9 (8.5 GB Dual-Layer), DVD+RW, and DVD-RW compatible.
My numbers will read. 'item compared' GC : PS2 I dont have time. to do a bit for bit comparison. But looking at that. I'm haveing trouble finding anyway the GC is more powerful than a PS2. Besides a few select things. GF - thank you for posting the clock speed. The main CPU. 128bit "emotion" engine. vs the Gekko... is 64bit. Hmmm I'll take 128. Let's look at one of the most imporant things on the GFX chip now. Ability to render pixels. PS2 has Graphics: "Graphics Synthesizer" clocked at 147 MHz. doing 16pixels/clock. GC has... 162 MHz "Flipper" LSI. running at. 4pixles/clock. Thank you. I'll take the PS2. So I'll take the PS2's processor, and graphics card for the best... wich leaves... the PS2 as the definate winner.



PSN ID: Kwaad


I fly this flag in victory!