Re: Word Association
neet songs! so is special d!!! - > Rammstein!
CrazyMan, ready to go down?
PS2
Emotion Engine
* MIPS IV-Subset
* 300 MHz (294.912 MHz)
* 128-bit Integer SIMD
* 128-bit Floating-Point SIMD
* 24KB Cache (16KB Instruction + 8KB Data)
* 16KB Scratch Pad RAM
* Co-Processor 1: FPU
o Floating Point Multiply Accumulator (FMAC) x 1
o Floating Point Divider (FDIV) x 1
o 8KB Cache (4KB Instruction + 4KB Data)
* Co-Processor 2: VU0
o Floating Point Multiply Accumulator (FMAC) x 4
o Floating Point Divider (FDIV) x 1
o 8KB Cache (4KB Instruction + 4KB Data)
* Vector Processing Unit: VU1
o Floating Point Multiply Accumulator (FMAC) x 5
o Floating Point Divider (FDIV) x 2
o 32KB Cache (16KB Instruction + 16KB Data)
* 450 Dhrystone MIPS
* 6.2 GFLOPS
* Geometry:
o 66 Million Polygons per Second (peak)
o 38 Million Polygons per Second (lighting)
o 36 Million Polygons per Second (fog)
o 16 Million Polygons per Second (curved surface generation)
* Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
o 150 Million Pixels per Second
* DMA: 10 channels
Graphics Synthesizer (GS)
* 150 MHz (147.456 MHz)
* 16 Pixel Pipelines
* 2.4 Gigapixels per Second (no texture)
* 1.2 Gigatexels per Second
* Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
* Perspective-Correct Texture Mapping
* Bump Mapping
* Environment Mapping
* 32-bit Color (RGBA)
* 32-bit Z Buffer
* 4MB Multiported Embedded DRAM
* 38.4 Gigabytes per Second eDRAM Bandwidth (19.2 GB/s in each direction)
* 9.6 Gigabytes per Second eDRAM Texture Bandwidth
* 150 Million Particles per Second
* Polygon Drawing Rate:
o 75 Million Polygons per Second (small polygon)
o 50 Million Polygons per Second (48-pixel quad with Z and Alpha)
o 30 Million Polygons per Second (50-pixel triangle with Z and Alpha)
o 25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture)
* 18.75 Million Sprites per Second (8 x 8 pixel sprites)
Emotion Engine to Graphics Synthesizer Bus
* 64 Bits Wide
* 150 MHz
* 1.2 Gigabytes per Second Bandwidth
Main Memory
* 32 Megabytes RAMBUS DRAM
* 32 Bits Wide (Dual Channel 16-bit)
* 400 MHz (800 MHz Effective)
* 800 Megabits per Second per Pin
* 3.2 Gigabytes per Second Bandwidth
I/O Processor
* Based on PSone CPU
* 33.8688 MHz or 36.864 MHz (selectable)
* 2MB Memory
* USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA Controller
Sound Chip
* 48 Voices
* 2MB Memory
* Supports Dolby, AC3, and DTS output
Storage
* 4x DVD-ROM
* DVD-5 Disc Format (4.7 Gigabytes)
* Memory Cards
GAMECUBE
Oh just read this!
http://www.segatech.com/gamecube/overview/