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ATI GameCube GPU

ATI GameCube GPU Image ATI Flipper Image
The GameCube GPU was a graphics card by ATI, launched in September 2001. Built on the 180 nm process, and based on the Flipper graphics processor, the card supports DirectX None. The Flipper graphics processor is an average sized chip with a die area of 120 mm² and 51 million transistors. It features 4 pixel shaders and 1 vertex shaders, 4 texture mapping units and 4 ROPs. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). ATI has placed 16 MB SDR memory on the card, which are connected using a 64-bit memory interface. The GPU is operating at a frequency of 162 MHz, memory is running at 162 MHz.
Being a igp card, its power draw is rated at 45 W maximum.

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: IGP

Clock Speeds

GPU Clock: 162 MHz
Memory Clock: 162 MHz
162 MHz effective


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

Board Design

Slot Width: IGP
TDP: 45 W

Graphics Features

DirectX: None
OpenGL: Unknown
OpenCL: None
Pixel Shader:
Vertex Shader:

Flipper GPU Notes

Floating Point Operations:

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.