RADEON

ATI GameCube GPU

AMD graphics card specifications and benchmark scores

16 MB
VRAM
MHz Boost
45W
TDP
64
Bus Width

At a Glance

AMD
VRAM 16 MB
Bus Width 64-bit
TDP 45W
Memory Type SDR
Architecture Rage 5
nm
Process 180 nm
Released Aug 2000

ATI GameCube GPU Specifications

GPU Core

Shader units and compute resources

The ATI GameCube GPU GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

TMUs
4
ROPs
4

ATI GameCube GPU Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the ATI GameCube GPU's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The ATI GameCube GPU by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
162 MHz
Memory Clock
162 MHz
GDDR GDDR 6X 6X

AMD's ATI GameCube GPU Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI GameCube GPU's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
16 MB
VRAM
16 MB
Memory Type
SDR
VRAM Type
SDR
Memory Bus
64 bit
Bus Width
64-bit
Bandwidth
1.296 GB/s

ATI GameCube GPU Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the ATI GameCube GPU against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

Pixel Rate
648.0 MPixel/s
Texture Rate
648.0 MTexel/s

Rage 5 Architecture & Process

Manufacturing and design details

The ATI GameCube GPU is built on AMD's Rage 5 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the ATI GameCube GPU will perform in GPU benchmarks compared to previous generations.

Architecture
Rage 5
GPU Name
Flipper
Process Node
180 nm
Foundry
NEC
Transistors
51 million
Die Size
120 mm²
Density
425.0K / mm²

Power & Thermal

TDP and power requirements

Power specifications for the ATI GameCube GPU determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the ATI GameCube GPU to maintain boost clocks without throttling.

TDP
45 W
TDP
45W

ATI GameCube GPU by AMD Physical & Connectivity

Dimensions and outputs

Physical dimensions of the ATI GameCube GPU are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Length
150 mm 5.9 inches
Height
161 mm 6.3 inches
Display Outputs
No outputs
Display Outputs
No outputs

AMD API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the ATI GameCube GPU. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
6.0+
DirectX
6.0+

ATI GameCube GPU Product Information

Release and pricing details

The ATI GameCube GPU is manufactured by AMD as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the ATI GameCube GPU by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
AMD
Release Date
Aug 2000
Launch Price
199 USD
Production
End-of-life

About ATI GameCube GPU

The ATI GameCube GPU is an end-of-life console GPU manufactured by AMD, built around the Flipper chip. Its architecture is listed as Rage 5, produced on a 180 nm process at NEC, with 51 million transistors on a 120 mm² die and a transistor density of 425.0K per mm². Its launch MSRP was 199 USD. The database record contains no benchmark entries, an average benchmark score of 0, a 50th-percentile rank across all GPUs, and an empty nearestRivals list, which means the following analysis must work from specifications rather than measured scores.

Benchmark Performance

The FACT PACK reports an average benchmark score of 0, but the benchmarks array is empty. That combination is notable: the score cannot represent a measured workload, because there are no runs behind it. It is an aggregate placeholder in the database. The only positional datum is percentileVsAllGpus = 50, which places this entry at the midpoint of the all-GPU distribution. Yet with no benchmark entries, that percentile carries little explanatory weight. It says where the record sits in the ordering, not why it sits there.

There are no nearestRivals entries, so no deltaPct values exist. No percentage comparison to any named GPU can be made from the data. The record also lacks base, boost, and game clocks; the only clock listed is the memory clock at 162 MHz. No FP32 or FP16 throughput values are present, so shader compute cannot be quantified.

Theoretical rendering rates are available. The pixel rate is 648.0 MPixel/s and the texture rate is 648.0 MTexel/s, with 4 texture mapping units and 4 raster operation units. These rates describe fixed-function fill capacity, not application-level performance. They indicate the maximum rate at which pixels and texels can be processed, but they do not explain how a game would run. The data set is therefore strong on architectural boundaries and weak on measured outcomes.

How It Compares

The nearestRivals array is empty. That is the central comparison fact for this entry: there are no rival names, no rival scores, and no deltaPct figures in the FACT PACK. Without those fields, the record cannot be positioned against a specific competitor. The only comparative signal is the 50th percentile rank, and even that is difficult to interpret without benchmark data.

No predecessor or successor is listed, so there is no generational comparison within the ATI GameCube GPU's own entry. The generation field, however, says "Console GPU\n(Nintendo)", which frames the part as a platform component rather than a desktop add-in card. That context matters. A component with no display outputs, no bus interface, and no nearest rivals is structurally different from desktop GPUs that populate a conventional comparison table. In short, the relational part of this analysis is unsupported by the available records.

Power and Cooling

The only power figure in the FACT PACK is the TDP of 45 W. The suggestedPsu field is null, so the database does not offer a recommended power supply capacity. No power connector type is recorded, and no slot width is listed. A reader should not infer a PSU requirement from this record, because the data simply does not include one.

The physical dimensions are 150 mm by 161 mm by 110 mm, or 5.9 by 6.3 by 4.3 inches. The data set does not connect these dimensions to any cooler size or cooling solution. It is therefore not possible to state whether the chip requires active cooling, passive cooling, or a console-specific thermal solution. The 45 W TDP is the only thermal design figure available, and it stands alone as the starting point for any power or cooling assessment.

FAQ

Q: What is the average benchmark score for the ATI GameCube GPU?

A: The average benchmark score is 0. The benchmarks array is empty, no nearest rivals are listed, and the percentileVsAllGpus value is 50.

Q: What memory configuration does the GPU use?

A: It uses 16 MB of SDR memory on a 64-bit bus. The memory clock is 162 MHz, and the bandwidth is 1.296 GB/s.

Q: What are the TMU and ROP counts?

A: It has 4 texture mapping units and 4 raster operation units. The listed pixel rate is 648.0 MPixel/s, and the texture rate is 648.0 MTexel/s.

Q: Does the data set include ray tracing cores or tensor cores?

A: No. The rtCores and tensorCores fields are null, so the record contains no RT core or tensor core counts.

Q: What display outputs does it have?

A: The displayOutputs field says "No outputs." The data set also lists no bus interface, no power connector, and no slot width.

Q: What API support is listed?

A: DirectX is listed as 6.0+. OpenGL and Vulkan are null fields in the FACT PACK.

Ray Tracing and Feature Set

The FACT PACK does not provide ray tracing core counts or tensor core counts. Both fields are null, meaning there is no data from which to quantify hardware-accelerated ray tracing or tensor-based workloads. The feature set is therefore defined by the listed architecture and fixed-function rates.

The architecture is Rage 5, built on the Flipper chip. The 4 TMUs and 4 ROPs are present, with equal pixel and texture rates of 648.0 MPixel/s and 648.0 MTexel/s. That equality implies a balanced fixed-function pipeline, but the record does not include a shading unit count. The only API entry is DirectX 6.0+; OpenGL and Vulkan are not recorded. Because those fields are null, no compatibility statement about those APIs can be made from this data. The feature set is best described as a console-era fixed-function architecture with no RT or tensor entries, and no listed API support beyond DirectX 6.0+.

Memory Subsystem

The memory subsystem is fully specified by a few numbers: 16 MB of SDR memory, a 64-bit bus, a 162 MHz memory clock, and 1.296 GB/s of bandwidth. These values describe a small, narrow memory path by any standard.

For high-resolution work, the constraints are structural. A high-resolution frame requires more pixel storage, more texture data, and more bandwidth to move that data. The 16 MB memory capacity puts a hard limit on how many surfaces can be held at once. The 64-bit bus width limits the amount of data transferred per memory transaction. The 1.296 GB/s bandwidth then caps the rate at which textures and framebuffer data can be fed into the 4 TMUs and 4 ROPs. The data set does not include resolution-specific benchmarks, so there is no measured frame-rate impact. But the memory figures alone point to a part designed for a constrained console context, not for high-resolution desktop rendering.

Who Should Consider It

No benchmark score and no nearest rivals mean the data cannot support a resolution- and settings-based recommendation. The record instead offers structural guidance. This is a console GPU, listed under the generation "Console GPU\n(Nintendo)", and it has no display outputs. It is end-of-life, with a release date of 2000-08-23 and no successor listed. A desktop user would have no way to connect it to a monitor according to the FACT PACK.

The 16 MB SDR memory pool, 64-bit bus, 1.296 GB/s bandwidth, and 4/4 TMU/ROP configuration all point to a low-footprint rendering target. The 45 W TDP and 180 nm process reinforce the idea of a power-contained platform chip. Anyone investigating this part should treat it as a historical console component with no measured benchmark presence. The data set offers the Flipper chip, Rage 5 architecture, NEC manufacturing, 51 million transistors, and specific fill rates, but it does not offer enough evidence for a conventional GPU buying recommendation.

Detailed benchmark scores and charts for the ATI GameCube GPU are below.

Benchmark Scores

No benchmark data available for this GPU.

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