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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
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
- 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. |