Nintendo really want to have something special up their sleeve when they finally reveal the Revolutions "gimick", because on the strength of the leaked specs, things look a little more than concerning
http://revolution.ign.com/articles/699/699118p1.html
Revolution runs on an extension of the Gekko and Flipper architectures that powered GameCube.
IBM's "Broadway" CPU is clocked at 729MHz. GameCube's Gekko CPU ran at 485MHz. In comparison, the original Xbox's CPU clocked at 733MHz.
Revolution's ATI-provided "Hollywood" GPU clocks in at 243MHz. By comparison, GameCube's GPU ran at 162MHz, while the original Xbox's GPU was clocked at 233MHz.
"The 'Hollywood' is a large-scale integrated chip that includes the GPU, DSP, I/O bridge and 3MBs of texture memory," a studio source told IGN.
Revolution will operate using 24MBs of "main" 1T-SRAM. It will additionally boast 64MBs of "external" 1T-SRAM. That brings the total number of system RAM up to 88MBs, not including the 3MB texture buffer on the GPU.
http://revolution.ign.com/articles/699/699118p1.html
Revolution runs on an extension of the Gekko and Flipper architectures that powered GameCube.
IBM's "Broadway" CPU is clocked at 729MHz. GameCube's Gekko CPU ran at 485MHz. In comparison, the original Xbox's CPU clocked at 733MHz.
Revolution's ATI-provided "Hollywood" GPU clocks in at 243MHz. By comparison, GameCube's GPU ran at 162MHz, while the original Xbox's GPU was clocked at 233MHz.
"The 'Hollywood' is a large-scale integrated chip that includes the GPU, DSP, I/O bridge and 3MBs of texture memory," a studio source told IGN.
Revolution will operate using 24MBs of "main" 1T-SRAM. It will additionally boast 64MBs of "external" 1T-SRAM. That brings the total number of system RAM up to 88MBs, not including the 3MB texture buffer on the GPU.