Takže tu je klasický GameCube:
Black Edition:
Platinum Edition:
Pokemon XD Edition:
Resident Evil 4 Edition:
A nakoniec ten najzaujímavejší kúsok, o ktorom ste možno nepočuli. Ide o vlastnú verziu GameCube od firmy PANASONIC v spolupráci s NINTENDO. Teda na tejto konzole ste už mohli pozerať aj DVD filmy a vyťažiť z konzoly viac ako pri klasickej verzii.
PANASONIC Q:



Technical Specifications:
Central processing unit:
Main article: Gekko (microprocessor)
* 486 MHz IBM "Gekko" PowerPC CPU.
* PowerPC 750CXe based core.[8]
* 180 nm IBM copper-wire process. 43 mm² die. 4.9 W dissipation.[8]
* Roughly 50 new vector instructions.[8]
* 32-bit ALU. 64-bit FPU, usable as 2x32-bit SIMD[8]
o FPU:1.9Gflops
* 64-bit enhanced PowerPC 60x front side bus to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[8]
* 64 KiB L1 cache (32 KiB I/32 KiB D). 8-way associative. 256 KiB on-die L2 cache. 2-way associative.[8]
* 1125 DMIPS (dhrystone 2.1)
System memory:
* 43 MB total non-unified RAM
* 24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8]
* 3 MB embedded 1T-SRAM within "Flipper"". [9]
o Split into 1 MB texture buffer and 2 MB frame buffer.[9]
o 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8]
* 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8]
Connectivity:
* 4 controller ports, 2 memory card slots
* Analog audiovisual port: interlaced YPbPr (composite, Y/C) and RGB video, stereophonic analog audio.
* Digital audiovisual port: digital interlaced or progressive scan YCbCr video, stereophonic I²S sound.
* Resolutions: 480i, 576i, 480p
* High-speed Serial Ports: 2
* High-speed Parallel Ports: 1
* Power supply output: DC12 volts x 3.25 amperes
* Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]
Graphics processing unit:
* 162 MHz "Flipper" LSI. 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX.
* 8Gflops
* 4 pixel pipelines with 1 texture unit each[8]
* TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
* Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[10]
* 648 megapixels/second (162 MHz x 4 pipelines), 648 megatexels/second (648 MP x 1 texture units) (peak)
o Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit
+ 337,500 triangles a frame at 60fps
+ 675,000 triangles a frame at 30fps
* 8 texture layers per pass, texture compression, full scene anti-aliasing[10]
* Bilinear, trilinear, and anisotropic texture filtering
* Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer
* 24-bit RGB / 32-bit RGBA color depth.
o Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
* 720×480 interlaced or progressive scan
* Integrated audio processor: Custom 81 MHz Macronix DSP
o Instruction Memory: 8 KiB RAM, 8 KiB ROM
o Data Memory: 8 KiB RAM, 4 KiB ROM
o 64 channels 16-bit 48 kHz ADPCM[10]
o Dolby Pro Logic II encoded within stereophonic output
Storage media:
* Matsushita (2.000 MB/s–3.125 MB/s) CAV mini-DVD-like 8 cm optical disk. Average access time: 128 ms; Capacity: 1.5 GB.
* Memory cards of varying sizes for saved game storage.




