ATI GameCube GPU
Graphics Processor
| GPU Name: | Flipper |
|---|---|
| Process Size: | 180 nm |
| Transistors: | 51 million |
| Die Size: | 120 mm² |
Graphics Card
| Released: | Sep 14th, 2001 |
|---|---|
| Production Status: | End-of-life |
| Bus Interface: | PCI |
Clock Speeds
| GPU Clock: | 162 MHz |
|---|---|
| Memory Clock: |
162 MHz
162 MHz effective |
Memory
| Memory Size: | 16 MB |
|---|---|
| Memory Type: | SDR |
| Memory Bus: | 64 bit |
| Bandwidth: | 1.30 GB/s |
Render Config
| Pixel Shaders: | 4 |
|---|---|
| Vertex Shaders: | 1 |
| TMUs: | 4 |
| ROPs: | 4 |
| Pixel Rate: | 0.648 GPixel/s |
| Vertex Rate: | 0.0405 GVertices/s |
| Texture Rate: | 0.648 GTexel/s |
Reference Board
| Slot Width: | IGP |
|---|---|
| TDP: | 45 W |
Graphics Features
| DirectX: | None |
|---|---|
| OpenGL: | Unknown |
| OpenCL: | None |
| Shader Model: |
Card Notes
| Floating Point Operations: 8 GFLOPS TEV "Texture EnVironment" engine (similar to Nvidia's GeForce-class "register combiners") Fixed-function hardware transform and lighting (T&L), 20+ million polygons in-game 648 megapixels/second (162 MHz × 4 pipelines) 648 megatexels/second (648 MP × 1 texture unit) (peak) Peak triangle performance: 20,250,000 32-pixel triangles/s raw and with 1 texture and lighting or 337,500 triangles a frame at 60 fps 8 texture layers per pass, texture compression, full scene anti-aliasing 8 simultaneous hardware light sources up to 32 software light sources Bilinear, trilinear, and anisotropic texture filtering Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer 24-bit RGB/32-bit RGBA color depth Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding. |
Flipper GPU Notes
| GameCube GPU |