@Batman...WTF?
1.) From Wikipedia:
* PowerPC G3 based 3-way superscalar RISC core
* 485 MHz
* 32-bit Integer unit
* 64-bit double precision FPU, usable as 2×32-bit SIMD for 1.9 single-precision Gflops performance
* Roughly 50 new SIMD instructions, geared towards 3D graphics
* 64-bit enhanced 60x bus to GPU/chipset at 162 MHz clock with 1.3 GB/s peak bandwidth
* 64 kB 8-way associative L1 cache (32/32 kB instruction/data). 256 KB on-die, 2-way associative L2 cache
* 1125 DMIPS (dhrystone 2.1)
* 180 nm IBM six layer, copper-wire process. 43 mm² die
* 1.8 V for logic and I/O. 4.9 W dissipation
* 27×27 mm PBGA package with 256 contacts
System memory:
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.[8]
* 3 MB embedded 1T-SRAM within "Flipper"".[9]
o Split into 1 MB texture buffer and 2 MB frame buffer.[9]
*
o 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8]
* 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8]
Graphics processing unit:
* 162 MHz "Flipper" LSI. 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX.
* 8 Gflops
* 4 pixel pipelines with 1 texture unit each[8]
* TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
* Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[10]
* 648 megapixels/second (162 MHz × 4 pipelines), 648 megatexels/second (648 MP × 1 texture units) (peak)
o Peak triangle performance: 20,250,000 32pixel triangles/s raw and with 1 texture and lit
+ 337,500 triangles a frame at 60 FPS
+ 675,000 triangles a frame at 30 FPS
* 8 texture layers per pass, texture compression, full scene anti-aliasing[10]
* 8 simultaneous hardware light
* Bilinear, trilinear, and anisotropic texture filtering
* Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer
* 24-bit RGB/32-bit RGBA color depth
*
o Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
* 720 × 480 interlaced or progressive scan
* Integrated audio processor: Custom 81 MHz Macronix DSP
o Instruction memory: 8 KiB RAM, 8 KiB ROM
o Data memory: 8 KiB RAM, 4 KiB ROM
o 64 channels 16-bit 48 kHz ADPCM[10]
o Dolby Pro Logic II encoded within stereophonic output
* CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
o System Memory: 32 MB(32 × 220 bytes) Direct Rambus or RDRAM
o Memory bus Bandwidth: 3.2 gigabytes per second
o Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
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), 32-bit, at 150 MHz.
+ VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
# Parallel performs transformations in parallel in the same moment
# Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
* Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
* Stage 2: VU1 does colors, lights and effects per triangle)
+ VU1 typically used for polygon transformations, lighting and other visual based calculations
# Texture matrix able for 2 units (UV/ST)[37]
o Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
+ FPU 0.64 gigaFLOPS
+ VU0 2.44 gigaFLOPS
+ VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
o 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
+ 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
+ 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
+ Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
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: 16 KB(16 × 210 bytes), Data: 8 KB + 16 KB (ScrP)
# Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
* Pixel pipelines: 16
* Video output resolution: variable from 256x224 to 1280x1024 pixels
* 4 MB (4 × 220 bytes) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
o Texture buffer bandwidth: 9.6 GB/s
o Frame buffer bandwidth: 38.4 GB/s
* DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
* Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
* Dedicated connection to: Main CPU and VU1
* Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
o Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
o Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
o Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
* GS effects: AAx2 (poly sorting required)[38], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
* Multi-pass rendering ability
o Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[39]
I JUST LET THE NUMBERS SPEAK FOR THEMSELVES....