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ATI GameCube GPU
Graphics Processor
Flipper
Pixel Shaders
4
Vertex Shaders
1
TMUs
4
ROPs
4
Memory Size
16 MB
Memory Type
SDR
Bus Width
64 bit
GPU
Controller Front
Back
Chip
The GameCube GPU was a performance-segment gaming console graphics solution by ATI, launched on August 24th, 2000. Built on the 180 nm process, and based on the Flipper graphics processor, the device supports DirectX 6.0+. 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 shader 4 texture mapping units, and 4 ROPs. ATI includes 16 MB SDR memory, 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. Its power draw is rated at 45 W maximum. The console's dimensions are 150 mm x 161 mm x 110 mm, and it features a igp cooling solution. Its price at launch was 199 US Dollars.
Graphics Processor
GPU Name
Flipper
Architecture
Rage 5
Foundry
NEC
Process Size
180 nm
Transistors
51 million
Density
425.0K / mm²
Die Size
120 mm²
Graphics Card
Release Date
Aug 24th, 2000
Generation
Console GPU
(Nintendo)
Production
End-of-life
Launch Price
199 USD
Clock Speeds
GPU Clock
162 MHz
Memory Clock
162 MHz
Memory
Memory Size
16 MB
Memory Type
SDR
Memory Bus
64 bit
Bandwidth
1.296 GB/s
Render Config
Pixel Shaders
4
Vertex Shaders
1
TMUs
4
ROPs
4
Theoretical Performance
Pixel Rate
648.0 MPixel/s
Vertex Rate
40.50 MVertices/s
Texture Rate
648.0 MTexel/s
Board Design
Length
150 mm
5.9 inches
Width
161 mm
6.3 inches
Height
110 mm
4.3 inches
Weight 2.4 kg (5.3 lbs)
TDP
45 W
Outputs
No outputs
Graphics Features
DirectX
6.0+
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Pixel Shader
1.0
Vertex Shader
1.0
Flipper GPU 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.
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