Console Specs


















Console Specs


Here i will put all the specs for the N-Cube, the PS2, the Dream Cast, the N64, and the Sony:


N-Cube:
Manufacturing process: 0.18 Microns Copper Wire Technology
Clock frequency: 405mhz
CPU capacity: 925 Dmips (Dhrystone 2.1)
Internal data precision: 32bit & 64bit floating point
External bus bandwidth: 1.6GB/second (peak), (32bit address, 64bit data bus 202.5mhz)
Internal cache: L1: Instruction 32KB, Data 32KB (8 way), L2: 256KB (2 way)
System LSI: "Flipper"


Manufacturing process: 0.18 microns NEC Embedded DRA Process
Clock frequency: 202.5mhz
Embedded frame buffer: Approx. 2MB, Sustainable Latency: 5ns (1T-SRAM)
Embedded Texture Cache: Approx. 1MB, Sustainable Latency: 5ns (1T-SRAM)
Texture Read Bandwidth: 12.8GB/second (peak)
Main Memory Bandwidth: 3.2GB/second (peak)
Color, Z Buffer: Each is 24bits
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
The Gekko MPU integrates the PowerPC CPU into a custom game-centric chip.

(The following sound related functions are all incorporated into the system LSI)


Sound processor: Special 16bit DSP
Instruction memory: 8KB RAM + 8KB ROM
Data memory: 8KB RAM + 4KB ROM
Clock frequency: 101.25mhz
Minimum number of simultaneously produced sounds: ADPCM: 64ch
Sampling frequency: 48khz
System floating point arithmetic capability: 13.0GFLOPS (peak), (MPU, Geometry Engine, HW Lighting Total)
Actual display capability: 6 million to 12 million polygons per second (display capability assuming actual game with complexity model, texture, etc.)
System main memory: 24MB sustainable latency, (10ns or lower 1T-SRAM)
A-Memory: 16MB (100mhz DRAM)
Disc Drive: CAV (Constant Angular Velocity) system average access time 128ns, Data transfer speed: 16Mbpsto 25Mbps
Media: 8cm Nintendo Gamecube Disc based on Matsushita's optical disc technology – approximately 1.5GB capacity
Input: Controller port: x4, Digicard slot: x2, Analog AV output: x1, Digital AV output: x1, High-speed serial port: x2, High-speed parallel port: x1
Power supply: AC Adapter DC12V x 3.5A
Main unit dimensions: 150mm(W) x 110mm(H) x 161mm(D)
PS2
CPU: 128 Bit "Emotion Engine"

System Clock: 300 MHz
System Memory: 32 MB Direct Rambus
Memory Bus Bandwidth: 3.2 GB per second
Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
Floating Point Performance: 6.2 GFLOPS
3D CG Geometric Transformation: 66 million Polygons Per Second
Compressed Image Decoder: MPEG2
Graphics: "Graphics Synthesizer"


Clock Frequency: 150MHz
DRAM Bus bandwidth: 48 GB Per Second
DRAM Bus width: 2560 bits
Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
Maximum Polygon Rate: 75 Million Polygons Per Second
Sound: "SPU2+CPU"


Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor


CPU Core: Current PlayStation CPU
Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
Sub Bus: 32 Bit
Interface Types: IEEE1394, Universal Serial Bus (USB)
Communication via PC-Card PCMCIA
Disc Media: DVD-ROM (CD-ROM compatible)


 

Dream Cast:
CPU: Hitachi SH4 RISC CPU with an operating frequency of 200MHz at 360 MIPS/1.4FLOPS.
Graphics Sub-system: NEC PowerVR Second Generation (rendering capacity of more than 3 million polygons per second).

Sound Processor: Yamaha Super Intelligent Sound Processor (simultaneously articulates 64 voices) with 3D environmental audio effects.

Operating Systems: Customized Sega OS. Dreamcast is also designed to run a custom flavor of Microsoft Windows CE, and will display the official WinCE logo at startup if the game that's running utilizes it.

Memory: 16MB main memory, 8MB video memory, 2MB sound memory. Total system memory: 26MB.

CD-ROM Drive: 12x (Maximum) proprietary Yamaham GD-ROM (Gigabyte Disc) capable of holding up to 1GB of data.

On-board Modem: 56 Kbps

Controllers: Gray casing, featuring analog thumb stick, floating digital D-pad (cross-style), four face buttons (A, B, X, Y), and two analog triggers. Top of controller features two VMS slots and a small groove for routing the cable vertically. Controllers are expected to ship in multiple colors (red, blue, green, yellow, black) on a future date.

Visual Memory (sold separately): A liquid-crystal display PDA for game data backup and data exchange.

Console Dimensions: 7 7/16" X 7 11/16" X 3"

Weight: 4.4lbs

Included Accessories: Composite A/V cable, power cord, modular telephone cord, Dream Passport Internet access software, one controller.

Japanese Release Date: November 27, 1998

US Release Date: September 1999

European Release Date: Fall 1999

Price: TBA



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Visual Memory Unit (VMU, "VMS" in Japan)

CPU: 8-bit

Memory: 128KB

LCD Display: 48 Dots (W) x 32 Dots (H), monochrome

Display Size: 37 mm (W) x 26 mm (H)

Case Dimensions: 47 mm (W) x 80 mm (H) x 16 mm (D)

Power source: 2 x CR2032 watch-style batteries, power-save feature

Sound: 1-channel PWM sound source

Weight: 45g
Nintendo 64
Official Name Nintendo 64
CPU MIPS 64-bit RISC CPU (customized R4000 series)
Clock Speed 93.75 MHz
Memory RAMBUS D-RAM 36M bit
Transfer Speed Max 4,500M bit/sec.
Co-Processor RCP: SP (sound and graphics processor) and DP (pixel drawing processor) incorporated
Clock Speed 62.5 MHz
Resolution 256 x 224 ~ 640 x 480 dots (Flicker-free interlace mode support)
Color 32-bit RGBA pixel color frame buffer support (21-bit color video output)
Graphics Processing Z buffer
Anti-aliasing
Realistic texture mapping
Tri-linear filtered MIP-map interpolation
Perspective correction
Environment mapping
Dimensions 260 mm (W) x 73 mm (H) x 190 mm (D)
Weight 1.1 kg (2.42 lb.)

 


 

Sony Playstation:
I will soon have the Sony specs. -webmaster
Gameboy Advance:
Official Name GAME BOY ADVANCE
Screen Reflective TFT Color LCD
Screen Size 40.8mm x 61.2mm
Resolution 240 x 160 dots
Display Capability 32,000 colors
CPU 32 bit RISC-CPU + 8 bit CISC-CPU
Memory 32 Kbyte WRAM + 96 Kbyte VRAM (in CPU) 256 Kbyte WRAM (external of CPU)
Sound Speaker, Headphone Terminal
Communication Function Multi-play by up to 4 people possible with Game Boy Advance Communication Cable
Power Supply 2 AA Alkaline Batteries or special Battery Pak
Battery Life 2 AA Alkaline Batteries: Approx. 15 hours Battery Pak: Approx. 10 hours
Power Consumption Approx. 0.6W
Dimensions 82mm(L) x 144.5(W) x 24.5mm(D)
Main Unit Weight Approx. 140g
Game Pak Max. of 256Mbits(Game Boy Advance Only) Compatible with Game Boy/Game Boy Color and Game Boy Advance Game Paks
Forecasted Price 9800 yen (plus tax)
Estimated date of sale March 21, 2001

 


 

Gameboy Colour:
Official Name Game Boy Color
CPU 8 MHz Z80 Sharp Processor
Screen 160 x 144 @ 56 Colors, 320 x 288 @ 24 colors
Color 10, 32, or 56 on screen colors from a palette of 32,000
Sound 4-channel FM
Controls 8-directional D-Pad, A, B, Select, Start buttons
Power 10+ Hours on 2AA Batteries
AC Adapter Sold Separately

Super Nintendo
-CPU type: 65c816 (16-bit)
-CPU speed: 2.68 and 3.58 Mhz (change able)
-RAM memory: 1 Mbit (128 Kbyte)
-Picture Proc. Unit: 16-bit
-Video RAM: 0.5 Mbit (64 Kbyte)
-Max resolution: 512 x 448 pixels
-Colors Available: 32 768 colors
-Max colors at once: 256 colors
-Max sprite size: 64 x 64 pixels
-Max sprites: 128 sprites
-Min/Max Cart Size: 2 Mbit - 48 Mbit
-Sound chip: 8-bit Sony SPC700
-Sound channels: 8


 


Gameboy:
Dimensions: 148 x 89 x 32 mm
-Weight: 394 g (batteries included)
-Screen Size: 2.5 Inches
-Power supply: 6 V (4 AA-batteries)
-CPU type: Z80 8-bit CMOS
-CPU speed: 4.19 Mhz
-RAM memory: 64 Kbit (8 Kbyte)
-Max resolution: 160 x 144 pixels
-Colors Available: 4 colors (greyscale)
-Max colors at once: 4 colors
-Max sprite size: 8 x 16 pixel or 8 x 8 pixels (switchable)
-Max sprites: 40 sprites
-Min/Max Cart Size: 256 Kbit - 4 Mbit
-Sound channels: 4


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