Video Format

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Twilight Princess[edit | edit source]

Video Modes[edit | edit source]

  • 651x480 progressive (480p) @ 60Hz
  • 651x480 interlaced (480i) @ 60 Hz
  • 780x576 (?) interlaced (576i) @ 50 Hz

Version Differences[edit | edit source]

  • Progressive scan is natively exclusive to NTSC, however forcible with swiss
  • 50 Hz mode is exclusive to PAL

Game Cube[edit | edit source]

Video Modes[edit | edit source]

  • 640×480 interlaced (480i) @ 60 Hz
  • 640×480 progressive scan (480p) @ 60 Hz (mostly NTSC games only)
  • 768×576 interlaced (576i) @ 50 Hz (PAL games only)

GPU[edit | edit source]

  • 162 MHz ArtX-designed ATI "Flipper" ASIC (9.4 GFLOPS)
  • 180 nm NEC eDRAM manufacturing process, 51 million transistors (approximately half dedicated to 1T-SRAM), 106 mm² die
  • Contains GPU, audio DSP, I/O controller and northbridge
  • 3 MB of on-chip 1T-SRAM (2 MB Z-buffer/framebuffer + 1 MB texture cache) with ~18 GB/s total bandwidth
    • Embedded 24-bit Z-buffer/framebuffer RAM: 2 MB (4x 512 KB)
      • Bus width: 384-bit (4 buses, each 96-bit wide)
      • Bandwidth: 7.8 GB/s
      • Sustainable latency: Under 5 ns
    • Embedded texture cache: 1 MB (32x 256 Kb)
      • Bus width: 512-bit (32 buses, each 16-bit wide)
      • Bandwidth: 10.4 GB/s
      • Sustainable latency: Under 5 ns
  • 24 MB (2x 12 MB) 1T-SRAM main memory @ 324 MHz, 64-bit bus, 2.6 GB/s bandwidth
  • 1 vertex pipeline, 4 pixel pipelines with 1 texture mapping unit (TMU) each and 4 render output units (ROPs)
  • Simultaneous textures per pass: 4
  • Color depth: 24-bit RGB, 32-bit RGBA
  • System floating-point arithmetic capability: 11 GFLOPS (peak) (MPU, Geometry Engine, Hardware Lighting Total)
  • Fillrate: 648 megapixels/sec, with Z-buffering, alpha blending, fogging, texture mapping, trilinear filtering, mipmapping and S3 Texture Compression
  • Raw polygon performance: 90 million polygons/sec
    • 40 million polygons/sec, with fogging, Z-buffering, alpha blending and Gouraud shading
    • 33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping
    • 25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting
    • 6-20 million polygons/sec, assuming actual game conditions, with complex models, fully textured, fully lit, etc.
  • 16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)[1]
  • Image processing functions: Volumetric fog, heat haze, motion blur, bloom, subpixel anti-aliasing, per-vertex lighting, 8 hardware lights, alpha blending, hardware transform and lighting (T&L), virtual texture design, multi-texturing, emboss bump mapping, Dot3 bump mapping (normal mapping), lightmapping, shadow mapping, shadow volumes, planar projection shadows, environment mapping, mipmapping, LOD, depth of field, perspective-correct texture mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, clipping, hidden surface removal/culling, Zfreeze, Zcomploc/early-Z reject, bounding box, destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, Gouraud shading, cel shading, dithering, can emulate 1-bit stencil buffer through a Zfreeze function
  • Other: Real-time decompression of display list, hardware motion compensation capability, HW 3-line deflickering filter