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There's a lot of misinformation going around about the next generation of consoles. Specifically, the Gamecube seems to be getting the shaft on internet fansites and even from retailers. To combat this lack of knowledge, and because I'm bored, I proudly present:
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Regarding CPU and Cache Memory
The Gamecube uses a 405 MHz, .18 micron chip based off of the PowerPC archetecture, as opposed to the 300 MHz chip used by the PS2. Although the GCN processor speed may seem low, it's important to remember that the PowerPC chip can perform more calculations than a "faster" Intel or AMD chip. The Gamecube CPU, while seemingly weak by even current standards, is indeed a powerful little chip. That chip is also complemented by 256k of cache memory, which is significantly more than the PS2's 16k and even double what the Xbox will have. Cache memory, in case any of you weren't aware, is a smaller amount of memory that the CPU writes to faster than RAM. Only the most used or most recent data would be stored in the cache.
Regarding RAM
The Playstation 2 uses 38 MB of Direct Rambus RAM which is high quality memory. However, the Gamecube uses 24 MB of 1T-SRAM and 16 MB of 100 MHz DRAM as its main memory. As any certified computer technician could tell you, the very nature of SRAM makes it faster than DRAM. Don't be confused by the 3.2 GB/s number seen in spec sheets. That is the main memory bandwidth, not the speed of the memory. Contrary to what some people think, PS2 RAM is not as fast as Gamecube RAM.
Recently leaked documents also state that the Gamecube will be upgradable with another 32 MB of 100 MHz ARAM (http://cube.ign.com/news/32429.html). With the upgrade, the GCN will have an unheard of 75MHz of total RAM!
Regarding Storage Media
It seems like Gamecube gets more grief on the size of its storage media than any other area of the console. While the proprietary 1.5GB optical discs that the system uses don't store as much as the PS2's DVDs, they do offer a few other advantages. The smaller disc reads faster which, when combined with more and faster RAM, means that the problem of load times will be significantly reduced. Furthermore, the proprietary format will be much more difficult to pirate and frees Nintendo from having to pay royalties to the DVD Consortium.
The N64 had a lot of problems because of the chosen storage medium, but carts are not hot-swappable and are much more expensive than the optical discs. Simply put, none of the media-related problems that plagued the N64 will affect the GCN.
Regarding Graphics Chips and Polygon Count
The Nintendo Gamecube comes equipped with a 202 MHz graphics chipset designed by ATI and manufactured by NEC. It has more hard-wired affects than the PS2's 150 MHz chipset and it has 3 MB of embedded 1T-SRAM for added "oomph."
Aside from the chipset itself, one of the biggest issues that people look at when considering the graphical prowess of these machines is the polygon count. I've heard everything from 60 Million polys to 75 Million polys for Sony's machine, but it's important to realize that that number will never be achieved in PS2. Not even close, in fact. That number is the raw polygon count without any textures, sound, lighting, an AI or a physics engine. To put it bluntly, that number is completely worthless.
The only official numbers released from Nintendo are conservative gameplay counts, in the area of 6-12 Million polys. It's important to note that that those numbers include multiple texture layers, hardware lights, sound, AI and a physics engine. Regardless, that's still a bit low. EA Canada began benchmark testing after getting their development kits and inside source leaked that they were able to obtain a polygon count of 17M with 4 hardware lights and other graphical effects (http://cube.ign.com/news/28713.html). Still more reports indicate that that number is itself a bit low.
Regarding Simultaneous Textures
The Gamecube supports a remarkable 8x texture rendering with a single pass. This means that the system can apply 8 effects to one polygon with less CPU stress than applying them individually, which the PS2 has to do.
[blockquote]So, for example, Gamecube developers can effectively start with the base geometry (1), add a bump-map to it (3), add a dirt map (4), add a gloss map (5), add a reflection map (6), add a radiosity light map (7) and an effects layer of their choice (8) -- all in a single pass. By contrast, PS2 developers would have to re-render the polygon itself for every pass meaning eight times the work to get the same effect. So essentially PS2 has to render 1,000 polygons eight times over whereas Gamecube only has to render 1,000 polygons once for the same effect.[/blockquote]
-IGNCube.com http://cube.ign.com/
Jason Ruben of Naughty Dog, a Sony second party, remarked, "Yes, it's very nice that Nintendo Gamecube can do eight layers in one pass. It's all set up for you. Believe me, I would have loved it."
Regarding Texture Compression
The Gamecube supports 6:1 texture compression on the fly with a negligable loss of quality. Combine this with the very fast, embedded 1T-SRAM and you're looking at better textures with much less system strain. If a developer wanted texture compression on the PS2, it would have to be done through software and would require a lot more CPU power.
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All things considered, there's no doubt in my mind that the Gamcube is considerably more powerful than the PS2 and very capable of competing with the Xbox. However, the important question is: Will the game-playing public realize this? Come E3 and Nintendo's big unveiling, it seems very likely.
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Why the Gamecube is Better than the Playstation 2
Regarding CPU and Cache Memory
The Gamecube uses a 405 MHz, .18 micron chip based off of the PowerPC archetecture, as opposed to the 300 MHz chip used by the PS2. Although the GCN processor speed may seem low, it's important to remember that the PowerPC chip can perform more calculations than a "faster" Intel or AMD chip. The Gamecube CPU, while seemingly weak by even current standards, is indeed a powerful little chip. That chip is also complemented by 256k of cache memory, which is significantly more than the PS2's 16k and even double what the Xbox will have. Cache memory, in case any of you weren't aware, is a smaller amount of memory that the CPU writes to faster than RAM. Only the most used or most recent data would be stored in the cache.
Regarding RAM
The Playstation 2 uses 38 MB of Direct Rambus RAM which is high quality memory. However, the Gamecube uses 24 MB of 1T-SRAM and 16 MB of 100 MHz DRAM as its main memory. As any certified computer technician could tell you, the very nature of SRAM makes it faster than DRAM. Don't be confused by the 3.2 GB/s number seen in spec sheets. That is the main memory bandwidth, not the speed of the memory. Contrary to what some people think, PS2 RAM is not as fast as Gamecube RAM.
Recently leaked documents also state that the Gamecube will be upgradable with another 32 MB of 100 MHz ARAM (http://cube.ign.com/news/32429.html). With the upgrade, the GCN will have an unheard of 75MHz of total RAM!
Regarding Storage Media
It seems like Gamecube gets more grief on the size of its storage media than any other area of the console. While the proprietary 1.5GB optical discs that the system uses don't store as much as the PS2's DVDs, they do offer a few other advantages. The smaller disc reads faster which, when combined with more and faster RAM, means that the problem of load times will be significantly reduced. Furthermore, the proprietary format will be much more difficult to pirate and frees Nintendo from having to pay royalties to the DVD Consortium.
The N64 had a lot of problems because of the chosen storage medium, but carts are not hot-swappable and are much more expensive than the optical discs. Simply put, none of the media-related problems that plagued the N64 will affect the GCN.
Regarding Graphics Chips and Polygon Count
The Nintendo Gamecube comes equipped with a 202 MHz graphics chipset designed by ATI and manufactured by NEC. It has more hard-wired affects than the PS2's 150 MHz chipset and it has 3 MB of embedded 1T-SRAM for added "oomph."
Aside from the chipset itself, one of the biggest issues that people look at when considering the graphical prowess of these machines is the polygon count. I've heard everything from 60 Million polys to 75 Million polys for Sony's machine, but it's important to realize that that number will never be achieved in PS2. Not even close, in fact. That number is the raw polygon count without any textures, sound, lighting, an AI or a physics engine. To put it bluntly, that number is completely worthless.
The only official numbers released from Nintendo are conservative gameplay counts, in the area of 6-12 Million polys. It's important to note that that those numbers include multiple texture layers, hardware lights, sound, AI and a physics engine. Regardless, that's still a bit low. EA Canada began benchmark testing after getting their development kits and inside source leaked that they were able to obtain a polygon count of 17M with 4 hardware lights and other graphical effects (http://cube.ign.com/news/28713.html). Still more reports indicate that that number is itself a bit low.
Regarding Simultaneous Textures
The Gamecube supports a remarkable 8x texture rendering with a single pass. This means that the system can apply 8 effects to one polygon with less CPU stress than applying them individually, which the PS2 has to do.
[blockquote]So, for example, Gamecube developers can effectively start with the base geometry (1), add a bump-map to it (3), add a dirt map (4), add a gloss map (5), add a reflection map (6), add a radiosity light map (7) and an effects layer of their choice (8) -- all in a single pass. By contrast, PS2 developers would have to re-render the polygon itself for every pass meaning eight times the work to get the same effect. So essentially PS2 has to render 1,000 polygons eight times over whereas Gamecube only has to render 1,000 polygons once for the same effect.[/blockquote]
-IGNCube.com http://cube.ign.com/
Jason Ruben of Naughty Dog, a Sony second party, remarked, "Yes, it's very nice that Nintendo Gamecube can do eight layers in one pass. It's all set up for you. Believe me, I would have loved it."
Regarding Texture Compression
The Gamecube supports 6:1 texture compression on the fly with a negligable loss of quality. Combine this with the very fast, embedded 1T-SRAM and you're looking at better textures with much less system strain. If a developer wanted texture compression on the PS2, it would have to be done through software and would require a lot more CPU power.
[hr width=50%]
All things considered, there's no doubt in my mind that the Gamcube is considerably more powerful than the PS2 and very capable of competing with the Xbox. However, the important question is: Will the game-playing public realize this? Come E3 and Nintendo's big unveiling, it seems very likely.