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View Full Version : Gamecube is more powerful than the Xbox.



Management
2008-07-28, 01:06 AM
Has anybody actually looked into the specs and raw data of all of the systems of the generation and then compared the raw and performance data?

I remember from a forum I frequented about 3 years ago, there was information posted about a former tester for Square who ran a comparison and came out with evidence of the Gamecube actually being the superior system. Anybody else read this data or have it? I'm not sure if the information got around quite a bit or not, I just want his results sheet for something.

Corn
2008-07-28, 09:20 AM
Er...I could react in one of two ways to this.

1) What in the world are you smoking?
2) LOL LOL LOL

Anyways, I couldn't really find it on Google.

Kalas
2008-07-28, 09:22 AM
I really find that hard to believe, as much as I hate X-Box.

@Claw theres a 3rd way to respond, pass the weed.

Greg22
2008-07-28, 09:36 AM
There's also a 4th way to respond:

No, the Gamecube is not 'more powerful' than the Xbox. Mainly focusing on graphics potential, it goes in this order: Gamecube>PS2>Xbox.

WandererWillow
2008-07-28, 09:36 AM
Gamecube:


485 MHz (http://en.wikipedia.org/wiki/Hertz) IBM (http://en.wikipedia.org/wiki/IBM) "Gekko" PowerPC (http://en.wikipedia.org/wiki/PowerPC) CPU (http://en.wikipedia.org/wiki/Central_Processing_Unit).
PowerPC 750CXe (http://en.wikipedia.org/wiki/PowerPC_750CXe) based core.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
180 nm (http://en.wikipedia.org/wiki/Nanometre) IBM copper-wire process. 43 mm² die. 4.9 W (http://en.wikipedia.org/wiki/Watt) dissipation.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
Roughly 50 new vector instructions.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
32-bit ALU (http://en.wikipedia.org/wiki/Arithmetic_logic_unit). 64-bit FPU (http://en.wikipedia.org/wiki/Floating_point_unit), usable as 2x32-bit SIMD (http://en.wikipedia.org/wiki/SIMD)[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)

FPU:1.9Gflops


64-bit enhanced PowerPC 60x front side bus (http://en.wikipedia.org/wiki/Front_side_bus) to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
64 KiB (http://en.wikipedia.org/wiki/KiB) L1 cache (http://en.wikipedia.org/wiki/CPU_cache) (32 KiB I/32 KiB D). 8-way associative (http://en.wikipedia.org/wiki/CPU_cache#Associativity). 256 KiB on-die L2 cache. 2-way associative.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
1125 DMIPS (dhrystone 2.1)

System memory:


43 MB (http://en.wikipedia.org/wiki/MB) total non-unified RAM
24 MB MoSys (http://en.wikipedia.org/wiki/Monolithic_Technology_Systems) 1T-SRAM (http://en.wikipedia.org/wiki/1T-SRAM) (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
3 MB embedded 1T-SRAM within "Flipper"". [9] (http://en.wikipedia.org/wiki/Gamecube#cite_note-NintendoGCNspecs-8)

Split into 1 MB texture buffer and 2 MB frame buffer (http://en.wikipedia.org/wiki/Framebuffer).[9] (http://en.wikipedia.org/wiki/Gamecube#cite_note-NintendoGCNspecs-8)
10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)


16 MB DRAM (http://en.wikipedia.org/wiki/DRAM) used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)

Connectivity:


4 controller ports, 2 memory card slots
MultiAV (http://en.wikipedia.org/wiki/MultiAV) analog audiovisual port: interlaced YPbPr (http://en.wikipedia.org/wiki/YPbPr) (composite (http://en.wikipedia.org/wiki/Composite_video), Y/C (http://en.wikipedia.org/wiki/S-Video)) and RGB (http://en.wikipedia.org/wiki/RGB_color_model) video, stereophonic analog audio.
Digital audiovisual port: digital interlaced or progressive scan YCBCR (http://en.wikipedia.org/wiki/YCbCr) video, stereophonic I²S (http://en.wikipedia.org/wiki/I%C2%B2S) sound.
Resolutions: 480i (http://en.wikipedia.org/wiki/480i), 576i (http://en.wikipedia.org/wiki/576i), 480p (http://en.wikipedia.org/wiki/480p)
High-speed Serial Ports (http://en.wikipedia.org/wiki/Serial_port): 2
High-speed Parallel Ports (http://en.wikipedia.org/wiki/Parallel_port): 1
Power supply (http://en.wikipedia.org/wiki/Power_supply) output: DC12 volts x 3.25 amperes
Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]




162 MHz "Flipper" LSI (http://en.wikipedia.org/wiki/Integrated_circuit#SSI.2C_MSI.2C_LSI). 180 nm NEC (http://en.wikipedia.org/wiki/NEC_Corporation) eDRAM-compatible process. Co-developed by Nintendo and ArtX (http://en.wikipedia.org/wiki/ArtX).
8Gflops
4 pixel pipelines (http://en.wikipedia.org/wiki/Pixel_pipeline) with 1 texture unit (http://en.wikipedia.org/wiki/Texture_mapping_unit) each[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
Fixed-function hardware transform and lighting (http://en.wikipedia.org/wiki/Transform_and_lighting) (T&L). 12+ million polygons (http://en.wikipedia.org/wiki/Polygon)/s in-game.[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
648 megapixels (http://en.wikipedia.org/wiki/Megapixel)/second (162 MHz x 4 pipelines), 648 megatexels (http://en.wikipedia.org/wiki/Texel_%28graphics%29)/second (648 MP x 1 texture units) (peak)

Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit

337,500 triangles a frame at 60fps
675,000 triangles a frame at 30fps




8 texture layers per pass, texture compression (http://en.wikipedia.org/wiki/Texture_compression), full scene anti-aliasing (http://en.wikipedia.org/wiki/FSAA)[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
8 simultaneous hardware light
Bilinear (http://en.wikipedia.org/wiki/Bilinear_filtering), trilinear (http://en.wikipedia.org/wiki/Trilinear_filtering), and anisotropic (http://en.wikipedia.org/wiki/Anisotropic_filtering) texture filtering (http://en.wikipedia.org/wiki/Texture_filtering)
Multi-texturing, bump mapping (http://en.wikipedia.org/wiki/Bump_mapping), reflection mapping (http://en.wikipedia.org/wiki/Reflection_mapping), 24-bit z-buffer (http://en.wikipedia.org/wiki/Z-buffering)
24-bit RGB (http://en.wikipedia.org/wiki/RGB_color_model) / 32-bit RGBA (http://en.wikipedia.org/wiki/RGBA_color_space) color depth (http://en.wikipedia.org/wiki/Color_depth).

Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding (http://en.wikipedia.org/wiki/Color_banding).


720×480 interlaced (http://en.wikipedia.org/wiki/Interlace) or progressive scan (http://en.wikipedia.org/wiki/Progressive_scan)
Integrated audio processor: Custom 81 MHz Macronix DSP

Instruction Memory: 8 KiB RAM, 8 KiB ROM (http://en.wikipedia.org/wiki/Read-only_memory)
Data Memory: 8 KiB RAM, 4 KiB ROM
64 channels 16-bit 48 kHz ADPCM (http://en.wikipedia.org/wiki/Pulse-code_modulation)[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
Dolby Pro Logic II (http://en.wikipedia.org/wiki/Dolby_Pro_Logic#Dolby_Pro_Logic_II) encoded within stereophonic output



Storage media:
For more details on this topic, see Nintendo optical discs (http://en.wikipedia.org/wiki/Nintendo_optical_discs).


Matsushita (http://en.wikipedia.org/wiki/Matsushita_Electric_Industrial_Co.) (2.000 MB/s–3.125 MB/s) CAV (http://en.wikipedia.org/wiki/Constant_Angular_Velocity) mini-DVD (http://en.wikipedia.org/wiki/DVD)-like 8 cm optical disk. Average access time (http://en.wikipedia.org/wiki/Access_time): 128 ms; Capacity: 1.5 GB.
Memory cards (http://en.wikipedia.org/wiki/Memory_card#Memory_cards_in_video_game_consoles) of varying sizes for saved game storage.







~~~~~~~~~~~


Xbox



CPU (http://en.wikipedia.org/wiki/Central_processing_unit): 32-bit 733 MHz (http://en.wikipedia.org/wiki/Hertz) Custom Intel Coppermine-based (http://en.wikipedia.org/wiki/Pentium_III#Coppermine) processor in a Micro-PGA2 (http://en.wikipedia.org/wiki/Micro-PGA2) package. 180 nm (http://en.wikipedia.org/wiki/Nanometre) process.[12] (http://en.wikipedia.org/wiki/Xbox#cite_note-anandtech-11)

SSE (http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions) floating point (http://en.wikipedia.org/wiki/Floating_point) SIMD (http://en.wikipedia.org/wiki/SIMD). 4 single-precision (http://en.wikipedia.org/wiki/Single_precision) floating point numbers per clock cycle.
MMX (http://en.wikipedia.org/wiki/MMX_%28instruction_set%29) integer (http://en.wikipedia.org/wiki/Integer) SIMD.
133 MHz 64-bit GTL+ (http://en.wikipedia.org/wiki/Gunning_Transceiver_Logic) front side bus (http://en.wikipedia.org/wiki/Front_side_bus) to GPU.
32 KB (http://en.wikipedia.org/wiki/Kilobyte) L1 cache (http://en.wikipedia.org/wiki/CPU_cache). 128 KB on-die L2 "Advanced Transfer Cache (http://en.wikipedia.org/wiki/Advanced_Transfer_Cache)".


Shared memory (http://en.wikipedia.org/wiki/Shared_memory) subsystem

64 MB (http://en.wikipedia.org/wiki/Megabyte) DDR SDRAM (http://en.wikipedia.org/wiki/DDR_SDRAM) at 200 MHz; 6.4 GB (http://en.wikipedia.org/wiki/Gigabyte)/s
Supplied by Hynix (http://en.wikipedia.org/wiki/Hynix) or Samsung (http://en.wikipedia.org/wiki/Samsung_Group) depending on manufacture date and location.


GPU (http://en.wikipedia.org/wiki/Graphics_processing_unit) and system chipset (http://en.wikipedia.org/wiki/Chipset): 233 MHz "NV2A (http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units#Com parison_Table:_Miscellaneous)" ASIC (http://en.wikipedia.org/wiki/Application-specific_integrated_circuit). Co-developed by Microsoft and NVIDIA (http://en.wikipedia.org/wiki/NVIDIA).

Geometry engine: 115 million vertices (http://en.wikipedia.org/wiki/Vertex_%28geometry%29)/second, 125 million particles (http://en.wikipedia.org/wiki/Particle_system)/second (peak)
4 pixel pipelines (http://en.wikipedia.org/wiki/Pixel_pipeline) with 2 texture units (http://en.wikipedia.org/wiki/Texture_mapping_unit) each
932 megapixels (http://en.wikipedia.org/wiki/Megapixel)/second (233 MHz x 4 pipelines), 1,864 megatexels (http://en.wikipedia.org/wiki/Texel_%28graphics%29)/second (932 MP x 2 texture units) (peak)

Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.

485,416 triangles per frame at 60fps
970,833 triangles per frame at 30fps




4 textures per pass, texture compression (http://en.wikipedia.org/wiki/Texture_compression), full scene anti-aliasing (http://en.wikipedia.org/wiki/FSAA) (NV Quincunx (http://en.wikipedia.org/wiki/Quincunx), supersampling (http://en.wikipedia.org/wiki/Supersampling), multisampling (http://en.wikipedia.org/wiki/Multisample_anti-aliasing))
Bilinear (http://en.wikipedia.org/wiki/Bilinear_filtering), trilinear (http://en.wikipedia.org/wiki/Trilinear_filtering), and anisotropic (http://en.wikipedia.org/wiki/Anisotropic_filtering) texture filtering (http://en.wikipedia.org/wiki/Texture_filtering)
Similar to the GeForce 3 (http://en.wikipedia.org/wiki/GeForce_3_Series) and GeForce 4 (http://en.wikipedia.org/wiki/GeForce_4_Series) PC GPUs.


Storage media

2x – 5x (2.6 MB/s – 6.6 MB/s) CAV (http://en.wikipedia.org/wiki/Constant_Angular_Velocity) DVD-ROM (http://en.wikipedia.org/wiki/DVD)
8 or 10 GB (http://en.wikipedia.org/wiki/Gigabyte), 3.5 in, 5,400 RPM (http://en.wikipedia.org/wiki/Revolutions_per_minute) hard disk (http://en.wikipedia.org/wiki/Hard_disk). Formatted (http://en.wikipedia.org/wiki/Disk_formatting) to 8 GB. FATX (http://en.wikipedia.org/wiki/FATX) file system (http://en.wikipedia.org/wiki/File_system).
Optional 8 MB memory card for saved game file transfer.


Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm (http://en.wikipedia.org/wiki/SoundStorm) "NVAPU")

64 3D sound channels (up to 256 stereo (http://en.wikipedia.org/wiki/Stereophonic_sound) voices)
HRTF (http://en.wikipedia.org/wiki/Head-related_transfer_function) Sensaura (http://en.wikipedia.org/wiki/Sensaura) 3D enhancement
MIDI (http://en.wikipedia.org/wiki/Musical_Instrument_Digital_Interface) DLS2 Support
Monaural (http://en.wikipedia.org/wiki/Monaural), Stereo (http://en.wikipedia.org/wiki/Stereophonic_sound), Dolby Surround (http://en.wikipedia.org/wiki/Dolby_Surround), Dolby Digital Live 5.1 (http://en.wikipedia.org/wiki/Dolby_Digital), and dts Surround (http://en.wikipedia.org/wiki/Digital_Theater_System) (DVD movies only) audio output options


Integrated 10/100BASE-TX (http://en.wikipedia.org/wiki/Fast_Ethernet#100BASE-TX) wired ethernet (http://en.wikipedia.org/wiki/Ethernet)
DVD movie playback
A/V outputs: composite video (http://en.wikipedia.org/wiki/Composite_video), S-Video (http://en.wikipedia.org/wiki/S-Video), component video (http://en.wikipedia.org/wiki/Component_video), SCART (http://en.wikipedia.org/wiki/SCART), Optical Digital TOSLINK (http://en.wikipedia.org/wiki/TOSLINK), and stereo RCA analog audio (http://en.wikipedia.org/wiki/RCA_connector)
Resolutions: 480i (http://en.wikipedia.org/wiki/480i), 576i (http://en.wikipedia.org/wiki/576i), 480p (http://en.wikipedia.org/wiki/480p), 720p (http://en.wikipedia.org/wiki/720p) and 1080i (http://en.wikipedia.org/wiki/1080i)
Controller ports: 4 proprietary USB (http://en.wikipedia.org/wiki/Universal_Serial_Bus) 1.1 ports
Weight: 3.86 kg (8.5 lb (http://en.wikipedia.org/wiki/Pound_%28mass%29))
Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in (http://en.wikipedia.org/wiki/Inch))

Cheesecake
2008-07-29, 11:52 AM
Gamecube:


485 MHz (http://en.wikipedia.org/wiki/Hertz) IBM (http://en.wikipedia.org/wiki/IBM) "Gekko" PowerPC (http://en.wikipedia.org/wiki/PowerPC) CPU (http://en.wikipedia.org/wiki/Central_Processing_Unit).
PowerPC 750CXe (http://en.wikipedia.org/wiki/PowerPC_750CXe) based core.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
180 nm (http://en.wikipedia.org/wiki/Nanometre) IBM copper-wire process. 43 mm² die. 4.9 W (http://en.wikipedia.org/wiki/Watt) dissipation.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
Roughly 50 new vector instructions.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
32-bit ALU (http://en.wikipedia.org/wiki/Arithmetic_logic_unit). 64-bit FPU (http://en.wikipedia.org/wiki/Floating_point_unit), usable as 2x32-bit SIMD (http://en.wikipedia.org/wiki/SIMD)[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)

FPU:1.9Gflops


64-bit enhanced PowerPC 60x front side bus (http://en.wikipedia.org/wiki/Front_side_bus) to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
64 KiB (http://en.wikipedia.org/wiki/KiB) L1 cache (http://en.wikipedia.org/wiki/CPU_cache) (32 KiB I/32 KiB D). 8-way associative (http://en.wikipedia.org/wiki/CPU_cache#Associativity). 256 KiB on-die L2 cache. 2-way associative.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
1125 DMIPS (dhrystone 2.1)

System memory:


43 MB (http://en.wikipedia.org/wiki/MB) total non-unified RAM
24 MB MoSys (http://en.wikipedia.org/wiki/Monolithic_Technology_Systems) 1T-SRAM (http://en.wikipedia.org/wiki/1T-SRAM) (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
3 MB embedded 1T-SRAM within "Flipper"". [9] (http://en.wikipedia.org/wiki/Gamecube#cite_note-NintendoGCNspecs-8)

Split into 1 MB texture buffer and 2 MB frame buffer (http://en.wikipedia.org/wiki/Framebuffer).[9] (http://en.wikipedia.org/wiki/Gamecube#cite_note-NintendoGCNspecs-8)
10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)


16 MB DRAM (http://en.wikipedia.org/wiki/DRAM) used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)

Connectivity:


4 controller ports, 2 memory card slots
MultiAV (http://en.wikipedia.org/wiki/MultiAV) analog audiovisual port: interlaced YPbPr (http://en.wikipedia.org/wiki/YPbPr) (composite (http://en.wikipedia.org/wiki/Composite_video), Y/C (http://en.wikipedia.org/wiki/S-Video)) and RGB (http://en.wikipedia.org/wiki/RGB_color_model) video, stereophonic analog audio.
Digital audiovisual port: digital interlaced or progressive scan YCBCR (http://en.wikipedia.org/wiki/YCbCr) video, stereophonic I²S (http://en.wikipedia.org/wiki/I%C2%B2S) sound.
Resolutions: 480i (http://en.wikipedia.org/wiki/480i), 576i (http://en.wikipedia.org/wiki/576i), 480p (http://en.wikipedia.org/wiki/480p)
High-speed Serial Ports (http://en.wikipedia.org/wiki/Serial_port): 2
High-speed Parallel Ports (http://en.wikipedia.org/wiki/Parallel_port): 1
Power supply (http://en.wikipedia.org/wiki/Power_supply) output: DC12 volts x 3.25 amperes
Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]




162 MHz "Flipper" LSI (http://en.wikipedia.org/wiki/Integrated_circuit#SSI.2C_MSI.2C_LSI). 180 nm NEC (http://en.wikipedia.org/wiki/NEC_Corporation) eDRAM-compatible process. Co-developed by Nintendo and ArtX (http://en.wikipedia.org/wiki/ArtX).
8Gflops
4 pixel pipelines (http://en.wikipedia.org/wiki/Pixel_pipeline) with 1 texture unit (http://en.wikipedia.org/wiki/Texture_mapping_unit) each[8] (http://en.wikipedia.org/wiki/Gamecube#cite_note-AcesHardwareGCN-7)
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
Fixed-function hardware transform and lighting (http://en.wikipedia.org/wiki/Transform_and_lighting) (T&L). 12+ million polygons (http://en.wikipedia.org/wiki/Polygon)/s in-game.[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
648 megapixels (http://en.wikipedia.org/wiki/Megapixel)/second (162 MHz x 4 pipelines), 648 megatexels (http://en.wikipedia.org/wiki/Texel_%28graphics%29)/second (648 MP x 1 texture units) (peak)

Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit

337,500 triangles a frame at 60fps
675,000 triangles a frame at 30fps




8 texture layers per pass, texture compression (http://en.wikipedia.org/wiki/Texture_compression), full scene anti-aliasing (http://en.wikipedia.org/wiki/FSAA)[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
8 simultaneous hardware light
Bilinear (http://en.wikipedia.org/wiki/Bilinear_filtering), trilinear (http://en.wikipedia.org/wiki/Trilinear_filtering), and anisotropic (http://en.wikipedia.org/wiki/Anisotropic_filtering) texture filtering (http://en.wikipedia.org/wiki/Texture_filtering)
Multi-texturing, bump mapping (http://en.wikipedia.org/wiki/Bump_mapping), reflection mapping (http://en.wikipedia.org/wiki/Reflection_mapping), 24-bit z-buffer (http://en.wikipedia.org/wiki/Z-buffering)
24-bit RGB (http://en.wikipedia.org/wiki/RGB_color_model) / 32-bit RGBA (http://en.wikipedia.org/wiki/RGBA_color_space) color depth (http://en.wikipedia.org/wiki/Color_depth).

Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding (http://en.wikipedia.org/wiki/Color_banding).


720×480 interlaced (http://en.wikipedia.org/wiki/Interlace) or progressive scan (http://en.wikipedia.org/wiki/Progressive_scan)
Integrated audio processor: Custom 81 MHz Macronix DSP

Instruction Memory: 8 KiB RAM, 8 KiB ROM (http://en.wikipedia.org/wiki/Read-only_memory)
Data Memory: 8 KiB RAM, 4 KiB ROM
64 channels 16-bit 48 kHz ADPCM (http://en.wikipedia.org/wiki/Pulse-code_modulation)[10] (http://en.wikipedia.org/wiki/Gamecube#cite_note-segatech-9)
Dolby Pro Logic II (http://en.wikipedia.org/wiki/Dolby_Pro_Logic#Dolby_Pro_Logic_II) encoded within stereophonic output



Storage media:
For more details on this topic, see Nintendo optical discs (http://en.wikipedia.org/wiki/Nintendo_optical_discs).


Matsushita (http://en.wikipedia.org/wiki/Matsushita_Electric_Industrial_Co.) (2.000 MB/s–3.125 MB/s) CAV (http://en.wikipedia.org/wiki/Constant_Angular_Velocity) mini-DVD (http://en.wikipedia.org/wiki/DVD)-like 8 cm optical disk. Average access time (http://en.wikipedia.org/wiki/Access_time): 128 ms; Capacity: 1.5 GB.
Memory cards (http://en.wikipedia.org/wiki/Memory_card#Memory_cards_in_video_game_consoles) of varying sizes for saved game storage.







~~~~~~~~~~~


Xbox



CPU (http://en.wikipedia.org/wiki/Central_processing_unit): 32-bit 733 MHz (http://en.wikipedia.org/wiki/Hertz) Custom Intel Coppermine-based (http://en.wikipedia.org/wiki/Pentium_III#Coppermine) processor in a Micro-PGA2 (http://en.wikipedia.org/wiki/Micro-PGA2) package. 180 nm (http://en.wikipedia.org/wiki/Nanometre) process.[12] (http://en.wikipedia.org/wiki/Xbox#cite_note-anandtech-11)

SSE (http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions) floating point (http://en.wikipedia.org/wiki/Floating_point) SIMD (http://en.wikipedia.org/wiki/SIMD). 4 single-precision (http://en.wikipedia.org/wiki/Single_precision) floating point numbers per clock cycle.
MMX (http://en.wikipedia.org/wiki/MMX_%28instruction_set%29) integer (http://en.wikipedia.org/wiki/Integer) SIMD.
133 MHz 64-bit GTL+ (http://en.wikipedia.org/wiki/Gunning_Transceiver_Logic) front side bus (http://en.wikipedia.org/wiki/Front_side_bus) to GPU.
32 KB (http://en.wikipedia.org/wiki/Kilobyte) L1 cache (http://en.wikipedia.org/wiki/CPU_cache). 128 KB on-die L2 "Advanced Transfer Cache (http://en.wikipedia.org/wiki/Advanced_Transfer_Cache)".


Shared memory (http://en.wikipedia.org/wiki/Shared_memory) subsystem

64 MB (http://en.wikipedia.org/wiki/Megabyte) DDR SDRAM (http://en.wikipedia.org/wiki/DDR_SDRAM) at 200 MHz; 6.4 GB (http://en.wikipedia.org/wiki/Gigabyte)/s
Supplied by Hynix (http://en.wikipedia.org/wiki/Hynix) or Samsung (http://en.wikipedia.org/wiki/Samsung_Group) depending on manufacture date and location.


GPU (http://en.wikipedia.org/wiki/Graphics_processing_unit) and system chipset (http://en.wikipedia.org/wiki/Chipset): 233 MHz "NV2A (http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units#Com parison_Table:_Miscellaneous)" ASIC (http://en.wikipedia.org/wiki/Application-specific_integrated_circuit). Co-developed by Microsoft and NVIDIA (http://en.wikipedia.org/wiki/NVIDIA).

Geometry engine: 115 million vertices (http://en.wikipedia.org/wiki/Vertex_%28geometry%29)/second, 125 million particles (http://en.wikipedia.org/wiki/Particle_system)/second (peak)
4 pixel pipelines (http://en.wikipedia.org/wiki/Pixel_pipeline) with 2 texture units (http://en.wikipedia.org/wiki/Texture_mapping_unit) each
932 megapixels (http://en.wikipedia.org/wiki/Megapixel)/second (233 MHz x 4 pipelines), 1,864 megatexels (http://en.wikipedia.org/wiki/Texel_%28graphics%29)/second (932 MP x 2 texture units) (peak)

Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.

485,416 triangles per frame at 60fps
970,833 triangles per frame at 30fps




4 textures per pass, texture compression (http://en.wikipedia.org/wiki/Texture_compression), full scene anti-aliasing (http://en.wikipedia.org/wiki/FSAA) (NV Quincunx (http://en.wikipedia.org/wiki/Quincunx), supersampling (http://en.wikipedia.org/wiki/Supersampling), multisampling (http://en.wikipedia.org/wiki/Multisample_anti-aliasing))
Bilinear (http://en.wikipedia.org/wiki/Bilinear_filtering), trilinear (http://en.wikipedia.org/wiki/Trilinear_filtering), and anisotropic (http://en.wikipedia.org/wiki/Anisotropic_filtering) texture filtering (http://en.wikipedia.org/wiki/Texture_filtering)
Similar to the GeForce 3 (http://en.wikipedia.org/wiki/GeForce_3_Series) and GeForce 4 (http://en.wikipedia.org/wiki/GeForce_4_Series) PC GPUs.


Storage media

2x – 5x (2.6 MB/s – 6.6 MB/s) CAV (http://en.wikipedia.org/wiki/Constant_Angular_Velocity) DVD-ROM (http://en.wikipedia.org/wiki/DVD)
8 or 10 GB (http://en.wikipedia.org/wiki/Gigabyte), 3.5 in, 5,400 RPM (http://en.wikipedia.org/wiki/Revolutions_per_minute) hard disk (http://en.wikipedia.org/wiki/Hard_disk). Formatted (http://en.wikipedia.org/wiki/Disk_formatting) to 8 GB. FATX (http://en.wikipedia.org/wiki/FATX) file system (http://en.wikipedia.org/wiki/File_system).
Optional 8 MB memory card for saved game file transfer.


Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm (http://en.wikipedia.org/wiki/SoundStorm) "NVAPU")

64 3D sound channels (up to 256 stereo (http://en.wikipedia.org/wiki/Stereophonic_sound) voices)
HRTF (http://en.wikipedia.org/wiki/Head-related_transfer_function) Sensaura (http://en.wikipedia.org/wiki/Sensaura) 3D enhancement
MIDI (http://en.wikipedia.org/wiki/Musical_Instrument_Digital_Interface) DLS2 Support
Monaural (http://en.wikipedia.org/wiki/Monaural), Stereo (http://en.wikipedia.org/wiki/Stereophonic_sound), Dolby Surround (http://en.wikipedia.org/wiki/Dolby_Surround), Dolby Digital Live 5.1 (http://en.wikipedia.org/wiki/Dolby_Digital), and dts Surround (http://en.wikipedia.org/wiki/Digital_Theater_System) (DVD movies only) audio output options


Integrated 10/100BASE-TX (http://en.wikipedia.org/wiki/Fast_Ethernet#100BASE-TX) wired ethernet (http://en.wikipedia.org/wiki/Ethernet)
DVD movie playback
A/V outputs: composite video (http://en.wikipedia.org/wiki/Composite_video), S-Video (http://en.wikipedia.org/wiki/S-Video), component video (http://en.wikipedia.org/wiki/Component_video), SCART (http://en.wikipedia.org/wiki/SCART), Optical Digital TOSLINK (http://en.wikipedia.org/wiki/TOSLINK), and stereo RCA analog audio (http://en.wikipedia.org/wiki/RCA_connector)
Resolutions: 480i (http://en.wikipedia.org/wiki/480i), 576i (http://en.wikipedia.org/wiki/576i), 480p (http://en.wikipedia.org/wiki/480p), 720p (http://en.wikipedia.org/wiki/720p) and 1080i (http://en.wikipedia.org/wiki/1080i)
Controller ports: 4 proprietary USB (http://en.wikipedia.org/wiki/Universal_Serial_Bus) 1.1 ports
Weight: 3.86 kg (8.5 lb (http://en.wikipedia.org/wiki/Pound_%28mass%29))
Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in (http://en.wikipedia.org/wiki/Inch))


so.....which ones better?:f6:

WandererWillow
2008-07-29, 12:02 PM
Xbox, in almost every way.

Beserker101
2008-07-29, 12:41 PM
Hahaha, my co-worker's friends came into our work once and mentioned that they couldn't even trade in the gamecube for anything at like game crazy or game stop.

WandererWillow
2008-07-29, 12:45 PM
Thats because the GC is selling for so crazy cheap new, and even moreso used, that trying to trade it in will get you a couple of bucks at the most, but barely any at that.

Lyssa
2008-07-29, 02:52 PM
I'll admit, I'm a Nintendo fangirl and I love my GameCube, but saying it's more powerful than an XBox? I lol'd. Even without seeing the specs, it doesn't sound very believable.

For the size of it, it's definitely a snappy little box. I chuckled a bit at seeing the processors used in both machines--the GC uses a PowerPC (which is the same as what was used in Apple's computers for quite some time) and the XBox uses an Intel processor (the ever-popular one seen in most PCs for a long long time).

But with a bigger case, you can get more power. It would be very very hard to make something the size of a GC be incredibly powerful, whereas with a XBox, you've got lots more room--especially for a more powerful fan to keep things cool.

I find it rather amusing that GCs have next to no retail value these days--makes me all the more glad I got mine for less than $5 3 years ago :)

~Lyssa

kleptophobia
2008-07-29, 03:26 PM
Xbox is much more powerful however, RISC processors (ie PowerPC) are generally able to do simple mathematics much faster, just because they have a smaller instruction set. What we need to know is the actualy floating point operations per second, which for the Gamecube is apparently 1.9G. I don't see a number for the Xbox. But once again Xbox is much more powerful.

Raven
2008-07-29, 06:54 PM
I actually met the people who made some of the hardware used for the xbox and xbox 360 -- they are more powerful in every single way ;)