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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
The GameCube GPU was a graphics card by ATI, launched in August 2000. Built on the 180 nm process, and based on the Flipper graphics processor, the card 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 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. This device has no display connectivity, as it is not designed to have monitors connected to it.

Graphics Processor

GPU Name
Flipper
Architecture
Rage 5
Foundry
NEC
Process Size
180 nm
Transistors
51 million
Die Size
120 mm²

Mobile Graphics

Release Date
Aug 24th, 2000
Generation
Console GPU
(Nintendo)
Production
End-of-life
Bus Interface
IGP

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
1.296 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

Slot Width
IGP
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.