Davcast si lo que decis es verdad entonces en ese aspecto supera a la xbox ya que esta solo genera 4 texturas simultaneas
pero de resto es superado por la xbox mira las especificaciones
no pongo la ps2 por que no vale la pena hablar de esa consola
XBOX
CPU type: Intel Pentium III Processor technology with Streaming SIMD Extensions
CPU Clock Speed: 733 MHz
Memory: 64 MB of RAM (unified memory architecture), 8GB Hard Drive
DirectX API game development tools
233MHz custom-designed chip, developed by Microsoft and NVIDIA
3D Audio Support in Hardware (64-bit)
2X-5X DVD drive with movie playback (Additional Remote Necessary)
Four game controller ports
Expansion port
Proprietary A/V connector
Game controller x4, Ethernet (10/100)
Broadband enabled
Modem enabled (optional)
6.4GB/sec Memory Bandwidth
150 million micropolygons/particles per second
150 million transformed and lit polygons per second
100 million polygons per second sustained performance (shading, texturing)
Pixel Fill Rate 4.0 GB/sec
4 simultaneous textures
Compressed textures available at 6:1 compression
Full-scene anti-aliasing
DVD movie playback
1920x1080 maximum resolution
Maximum resolution (2 x 32bpp frame buffers + Z) 1920 x 1080
HDTV support (Games and Movie playback)
256 Audio channels
3-D Audio support
Midi/DLS2 support
GAMECUBE
MPU ("Micro Processing Unit"): Custom IBM Power PC "Gekko" manufactured with 0.18 micron IBM Copper Wire Technology, running at 485 MHz
CPU Capacity: 1125 Dmips (Dhrystone 2.1)
Internal Data Precision: 32-bit Integer & 64-bit Floating-point
External Bus: 1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
Internal Cache: L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
System LSI: Custom ATI/Nintendo "Flipper" manufactured with 0.18 micron NEC Embedded DRAM Process
Clock Frequency: 162 MHz
Embedded Frame Buffer: Approx. 2 MB
Sustainable Latency: 6.2ns (1T-SRAM)
Embedded Texture Cache: Approx. 1 MB
Sustainable Latency: 6.2 ns (1T-SRAM)
Texture Read Bandwidth: 10.4 GB/second (Peak)
Main Memory Bandwidth: 2.6 GB/second (Peak)
Pixel Depth: 24-bit Colour, 24-bit Z Buffer
Image Processing Functions: Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line De-flickering filter
Sound Processor: Custom Macronix 16-bit DSP
Instruction Memory: 8KB RAM + 8KB ROM
Data Memory: 8KB RAM + 4KB ROM
Clock Frequency: 81 MHz
Performance: 64 simultaneous channels, ADPCM & PCM encoding
Sampling Frequency: 48KHz
Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
Real-world polygon: 6 to 12 million polygons/second (Peak)
System Memory "Splash": 40 MB
Main Memory: 24 MB MoSys 1T-SRAM
Approx. 10ns Sustainable Latency
A-Memory: 16 MB 81 MHz DRAM
Disc Drive: CAV (Constant Angular Velocity) System
Average Access Time: 128ms
Data Transfer Speed: 16Mbps to 25Mbps
Media: 3 inch Nintendo GameCube Disc (based on Matsushita's Optical Disc Technology)
Capacity: Approx. 1.5GB
DVD, CD, VCD, CD-R, DVD-R compatible (Panasonic version only)
4 Controller Ports
2 Memory Card Slots
Analogue AV Output
Digital AV Output
2 High-Speed Serial Ports
High-speed Parallel Port
Power Supply: AC Adapter DC12V x 3.5A
Dimensions: Width 150mm (5.9") x Depth 160mm (6.3") x Height 110mm (4.3")