Check out these new Gamecube Rogue Leader Screens!
#1
Check out these new Gamecube Rogue Leader Screens!
These were posted by Draven-X in another thread here, but I thought they needed a thread of their own. They are amazing. This will definately be the first game I get.
#4
Wow. I love that pic of all the Rebels running.
#5
DVD Talk Limited Edition
thank you Josh...
man...seeing these pics..Im having E3 flashbacks they are so beautiful. I waiting so long in line to play this and only got to play it for 10 minutes. I may have missed my chance to reserve a Gamecube but it's cool. The longer I wait the more I will appreaciate it. Time to go watch the Trilogy. Thanks Josh!!
-zero
-zero
#8
DVD Talk God
*drool*
#17
DVD Talk Legend
Joined: Dec 1999
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From: On the road to reclaiming Lord Stanleys Cup, Turlock CA
Originally posted by BigDaddy
What kind of game is Batman going to be ?
What kind of game is Batman going to be ?
#18
DVD Talk Hero
From IGN.com:
GameCube hardware specifications:
MPU ("Micro Processing Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron IBM Copper Wire Technology
Clock Frequency
485 MHz
CPU Capacity
1125 Dmips (Dhrystone 2.1)
Internal Data Precision
32-bit Integer & 64-bit Floating-point
External Bus
1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way)
L2: 256KB (2 way)
System LSI
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2 MB
Sustainable Latency: 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1 MB
Sustainable Latency: 6.2 ns (1T-SRAM)
Texture Read Bandwidth
10.4 GB/second (Peak)
Main Memory Bandwidth
2.6 GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter
Audio Processing
(Incorporated into the System LSI)
Sound Processor
Custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM & PCM encoding
Sampling Frequency
48KHz
Performance
Floating-point Arithmetic Capability
10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory "Splash"
40 MB
Main Memory
24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency
A-Memory
16 MB 81 MHz DRAM
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology
Capacity
Approx. 1.5GB
Input/Output
4 Controller Ports
2 Memory Card Slots
Analog AV Output
Digital AV Output
2 High-Speed Serial Ports
High-speed Parallel Port
Power Supply
AC Adapter DC12V x 3.5A
Dimensions
4.3"(H) x 5.9"(W) x 6.3"(D)
--------------------------------------------------------------------------------
GameCube hardware specifications:
MPU ("Micro Processing Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron IBM Copper Wire Technology
Clock Frequency
485 MHz
CPU Capacity
1125 Dmips (Dhrystone 2.1)
Internal Data Precision
32-bit Integer & 64-bit Floating-point
External Bus
1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way)
L2: 256KB (2 way)
System LSI
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2 MB
Sustainable Latency: 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1 MB
Sustainable Latency: 6.2 ns (1T-SRAM)
Texture Read Bandwidth
10.4 GB/second (Peak)
Main Memory Bandwidth
2.6 GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter
Audio Processing
(Incorporated into the System LSI)
Sound Processor
Custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM & PCM encoding
Sampling Frequency
48KHz
Performance
Floating-point Arithmetic Capability
10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory "Splash"
40 MB
Main Memory
24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency
A-Memory
16 MB 81 MHz DRAM
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3 inch Nintendo GameCube Disc based on Matsushita’s Optical Disc Technology
Capacity
Approx. 1.5GB
Input/Output
4 Controller Ports
2 Memory Card Slots
Analog AV Output
Digital AV Output
2 High-Speed Serial Ports
High-speed Parallel Port
Power Supply
AC Adapter DC12V x 3.5A
Dimensions
4.3"(H) x 5.9"(W) x 6.3"(D)
--------------------------------------------------------------------------------











