Vyplatí se dnes koupit GameCube?

Nejdiskutovanější článek v pětileté historii Doupěte se dočkal pokračování. S každým dalším příspěvkem v diskuzi pod článkem o PlayStation 2 (přibývají ještě v tomto okamžiku) jsem měl v úmyslu napsat druhý díl seriálu jinak. Věřím, že nakonec zvolená forma vám umožní spatřit odpověď na danou otázku v co nejjasnějším světle. GameCube stojí 3.990,- Kč. Je to hodně nebo málo?
Kapitoly článku

Poznámka:

Technické specifikace jsou uvedeny v anglickém originále, což by ale technicky zaměřeným z vás nemělo činit překážky. Pokud hledáte čísla, zde jsou k dispozici.

Central processing unit

  • Name: "Gekko"
  • Producer: IBM
  • Core Base: Power PC 705CXe
  • Manufacturing Process: 0.18 micrometre IBM copper-wire technology
  • Clock Frequency: 485 MHz
  • CPU Capacity: 1125 Dmips (Dhrystone 2.1)
  • Internal Data Precision:
    • 32-bit Integer
    • 64-bit Floating-point
    • 128-bit SIMD
  • External Bus:
    • 1.3 gigabyte/second peak bandwidth
    • 32-bit address space
    • 64-bit data bus; 162 MHz clock
  • Internal Cache:
    • L1: instruction 32KB, data 32KB (8 way)
    • L2: 256KB (2 way)

System LSI

  • Name: "Flipper"
  • Producer: ArtX/Nintendo (ArtX were acquired by ATI in 2000 and is now a part of ATI)
  • Manufacturing Process: 0.18 micrometre NEC embedded DRAM process
  • Clock Frequency: 162 MHz
  • Embedded Frame Buffer:
    • Approximately 2 megabytes in capacity
    • Sustainable latency of 6.2 nanoseconds
    • RAM type is 1T-SRAM
  • Embedded Texture Cache:
    • Approximately 1 megabyte in capacity
    • Sustainable latency of 6.2 nanoseconds
    • RAM type is 1T-SRAM
  • Texture Read Bandwidth: 10.4 gigabytes/second (at peak)
  • Main Memory Bandwidth: 2.6 gigabytes/second (at peak)
  • Pixel Depth:
    • 24-bit RGB / RGBA
    • 24-bit Z-buffer
  • Image Processing Functions:
    • Fog
    • Subpixel anti-aliasing
    • 8 hardware lights
    • Alpha blending
    • Virtual texture design
    • Multi-texturing, bump mapping
    • Environment mapping
    • MIP mapping
    • Bilinear filtering
    • Trilinear filtering
    • Anisotropic filtering
    • Real-time hardware texture decompression (S3TC)
    • Real-time decompression of display list
    • Hardware 3-line deflickering filter

Aural functionality

  • Producer: Macronix
  • Clock Frequency: 81 MHz
  • Instruction Memory:
    • 8 kilobytes of RAM
    • 8 kilobytes of ROM
  • Data Memory:
    • 8 kilobytes of RAM
    • 4 kilobytes of ROM
  • Simultaneous Channels: 64 channels
  • Encoding: ADPCM
  • Sampling Frequency: 48 kHz

Other system specifications

  • System Floating-point Arithmetic Capability: 10.5 GFLOPS (at peak) (MPU, Geometry Engine, HW Lighting Total)
  • Real-world Polygon Performance: 6 million to 12 million polygons/second (at peak) (assuming actual game conditions with complex models, fully textured, fully lit, etc.)
  • Main RAM:
    • Approximately 24 megabytes in capacity
    • Sustainable latency of 10 nanoseconds
    • RAM type is 1T-SRAM
  • Auxiliary RAM:
    • Approximately 16 megabytes in capacity
    • 81 MHz in speed
    • RAM type is DRAM
  • Disc Drive:
    • Drive type is Constant Angular Velocity (CAV)
    • Average access time is 128 milliseconds
    • Data transfer speed is between 2 megabytes per second and 3.125 megabytes per second
  • Disc Media:
    • Based on DVD technology 
    • Diameter is 3 inches in length
    • Producer is Matsushita
    • Approximately 1.5 gigabytes in capacity
  • Controller Ports: 4
  • Memory Card Slots: 2
  • Analog Audio/Video Outputs: 1
  • Digital Audio/Video Outputs: 1
  • High-speed Serial Ports: 2
  • High-speed Parallel Ports: 1
  • Power Supply: AC Adapter DC12 volts x 3.25 amperes
  • Physical Measurements of Entire System: 4.3"(H) x 5.9"(W) x 6.3"(D)

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