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Gekko (processor)
Gekko (processor)
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Gekko
IBM Gekko processor
General information
Launched2000
Discontinued2007
Designed byIBM and Nintendo
Common manufacturer
Performance
Max. CPU clock rate486 MHz 
Cache
L1 cache32/32 KB
L2 cache256 KB
Architecture and classification
ApplicationGameCube
Triforce Arcade Board
Technology node180 nm
MicroarchitecturePowerPC G3
Instruction setPowerPC ISA 1.10
Physical specifications
Cores
  • 1
Products, models, variants
Variant
History
PredecessorNEC VR4300
SuccessorBroadway
180nm IBM Gekko CPU in the Gamecube shaved down to expose the silicon die

Gekko is a superscalar out-of-order 32-bit PowerPC microprocessor custom-made by IBM in 2000 for Nintendo to use as the CPU in their sixth generation game console, the GameCube, and later the Triforce Arcade Board.

Development

[edit]

Gekko's role in the game system was to facilitate game scripting, artificial intelligence, physics and collision detection, custom graphics lighting effects and geometry such as smooth transformations, and moving graphics data through the system.

The project was announced in 1999 when IBM and Nintendo agreed to a $1 billion dollar contract (IBM's largest ever single order)[1] for a CPU running at approximately 400 MHz. IBM chose to modify their existing PowerPC 750CXe processor to suit Nintendo's needs, such as tight and balanced operation alongside the "Flipper" graphics processor. The customization was to the bus architecture, DMA, compression and floating point unit which support a special set of SIMD instructions. The CPU made ground work for custom lighting and geometry effects and could burst compressed data directly to the GPU.[citation needed]

The Gekko is considered to be the direct ancestor to the Broadway processor, also designed and manufactured by IBM, that powers the Wii console.

Features

[edit]
  • Customized PowerPC 750CXe core
  • Clockrate – 486 MHz
  • Superscalar Out-of-order execution
  • 4 stages long two-integer ALUs (IU1 and IU2) – 32 bit
  • 7 stages long Floating Point Unit – 64-bit double-precision FPU, usable as 2 × 32-bit SIMD for 1.9 single-precision GFLOPS performance using the Multiply–accumulate operation. The SIMD is often found under the denomination "paired singles."
  • Branch Prediction Unit (BPU)
  • Load-Store Unit (LSU)
  • System Register Unit (SRU)
  • Memory Management Unit (MMU)
  • Branch Target Instruction Cache (BTIC)
  • SIMD Instructions – PowerPC750 + roughly 50 new SIMD instructions, geared toward 3D graphics
  • Front-side Bus – 64-bit enhanced 60x bus to GPU/chipset at 162 MHz clock with 1.3 GB/s peak bandwidth
  • On-chip Cache – 64 KB 8-way associative L1 cache (32/32 KB instruction/data). 256 KB on-die, 2-way associative L2 cache
  • DMIPS – 1125 (dhrystone 2.1)
  • 180 nm IBM six-layer, copper-wire process. 43 mm² die
  • 1.8 V for logic and I/O. 4.9 W dissipation
  • 27 × 27 mm PBGA package with 256 contacts
  • 6.35 million logic transistors and 18.6 million transistors total

See also

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The is a custom 32-bit RISC microprocessor based on the PowerPC architecture, developed by specifically for Nintendo's launched in 2001. It implements the PowerPC User Instruction Set Architecture (UISA), Virtual Environment Architecture (VEA), and Operating Environment Architecture (OEA), with enhancements optimized for 3D graphics processing and embedded gaming systems. Gekko employs a superscalar capable of issuing up to three through a four-stage (fetch, dispatch, execute, complete/write-back) and supports for improved performance. The processor integrates six execution units: two integer units (IU1 and IU2), a 64-bit (FPU) with paired-single (PS) extensions for SIMD-like vector and matrix operations, a processing unit (BPU), a load/store unit (LSU), and a system register unit (SRU). These PS instructions, such as ps_add, ps_madd, and psq_lx, enable efficient handling of two single-precision floats per register, accelerating computations critical for , AI, and custom effects. Key specifications include a clock speed of 485 MHz, 32 general-purpose registers (GPRs), 32 floating-point registers (FPRs), and Harvard-architecture caches comprising 32 KB L1 instruction and data caches (each 8-way set-associative with 32-byte lines) plus a 256 KB unified L2 cache (2-way set-associative with ECC support). Memory management is handled by separate instruction and data MMUs (IMMU and DMMU), each with 128-entry two-way set-associative TLBs and block address translation (BAT) entries for 4 GB address spaces. The processor interfaces via a 60x bus with a 32-bit address and 64-bit data path, supporting burst transfers up to 32 bytes, and includes a DMA engine with a 15-entry queue for efficient data movement between locked cache areas and external memory. Gekko delivers 1125 Dhrystone 2.1 MIPS and up to 1.9 GFLOPS peak floating-point performance, with features like dynamic branch prediction via a 64-entry branch target instruction cache (BTIC), data compression (2:1 or 4:1 ratios) for effective bandwidth up to 5.2 GB/s, and a write-gather pipe with a 128-byte buffer to reduce bus traffic in workloads. Power consumption is optimized at 4.9 W typical under a 1.8 V supply, using 0.18 μm technology in a 256-pin PBGA package, with modes including full-power, doze, nap, and sleep for thermal management via an integrated Thermal Assist Unit (TAU). Derived from the PowerPC 750CXe but modified with 50 new instructions and gaming-specific tradeoffs for cost and reliability, Gekko was fabricated by 's foundry to integrate seamlessly with the GameCube's 24 MB main memory at 162 MHz.

Overview

General characteristics

The Gekko is a 32-bit superscalar, out-of-order PowerPC microprocessor custom-designed by IBM as a derivative of the PowerPC 750 architecture, with enhancements optimized for floating-point performance, data transfer efficiency, and graphics-oriented applications in gaming systems. Developed in collaboration with Nintendo, it was introduced in 2000 specifically for the company's sixth-generation video game console. The processor operates at a clock speed of 485 MHz and is fabricated using a 180 nm copper interconnect process with six layers of metal. It features a single-core with approximately 21 million transistors and consumes 4.9 W of power at a 1.8 V supply under typical conditions. The Gekko employs a , including a 32 KB eight-way set-associative L1 instruction cache, a 32 KB eight-way set-associative L1 cache (partitionable with 16 KB lockable), and a 256 KB two-way set-associative on-chip L2 cache running at full core speed. Connectivity is provided via an enhanced 60x with a 32-bit path and 64-bit path, operating at an effective 162 MHz double-data-rate clock (derived from an 81 MHz base frequency via a 6:1 core-to-bus ratio) to deliver 1.3 GB/s peak bandwidth to the system and GPU. The was produced until 2007, aligning with the end of manufacturing for the console in which it served as the primary CPU.

Role in Nintendo systems

The Gekko processor served as the primary central processing unit (CPU) in the Nintendo GameCube, launched in 2001, where it managed core game logic, artificial intelligence (AI), physics simulations, collision detection, and scripting tasks essential for interactive gameplay. Designed specifically for gaming workloads, Gekko's superscalar out-of-order execution enabled efficient handling of these complex operations in real-time environments. Gekko was co-designed alongside the Flipper (GPU) to form an optimized , facilitating direct for vertex processing through a fixed-length first-in, first-out (FIFO) buffer in main memory, which supported both direct and indirect vertex modes for streamlined rendering. In the GameCube architecture, Gekko interfaced with 24 MB of main memory via a 64-bit Northbridge bus for primary data access and 16 MB of auxiliary RAM (ARAM) via (DMA) for audio buffering and other secondary tasks, ensuring balanced performance across system components. This integration contributed to the GameCube's ability to deliver high-performance gaming at a cost-effective of $199.95 at launch, making advanced console capabilities accessible to a broader without exceeding constraints. Beyond home consoles, Gekko powered the arcade system board, a 2002 collaboration between , , and , where it acted as the main CPU for arcade titles such as , adapting GameCube hardware for commercial gaming machines.

Development

IBM-Nintendo collaboration

In May 1999, IBM and Nintendo announced a multiyear, $1 billion joint development agreement for IBM to design and manufacture custom silicon for Nintendo's next-generation game console, codenamed Dolphin (later released as the GameCube). This partnership marked a significant collaboration aimed at creating a high-performance processor tailored for gaming applications. Under the agreement, IBM took primary responsibility for the design and fabrication of the processor, dubbed Gekko, while Nintendo provided input on optimizations specific to gaming workloads, particularly to enhance 3D graphics processing and achieve cost reductions for mass-market adoption. The collaboration represented a strategic shift from Nintendo's previous reliance on NEC's VR4300 MIPS-based CPU, used in the Nintendo 64, to the PowerPC architecture for improved performance-per-watt efficiency suitable for console constraints. Development of began in the late 1990s, with the project advancing through final stages by 2000 to align with the GameCube's launch in 2001. The core strategic motivations were to deliver superior 3D graphics capabilities at low power consumption and reduced manufacturing costs, enabling Nintendo to compete effectively in the evolving market while targeting broad consumer accessibility. The base architecture was derived from IBM's PowerPC 750CXe, customized under Nintendo's guidance for console-specific needs.

Modifications from PowerPC 750CXe

The processor, developed through the -Nintendo collaboration to meet game-specific requirements, represents a customized derivative of the PowerPC 750CXe, with alterations primarily aimed at optimizing performance within the constraints of a consumer console environment. A key modification was the reduction of the clock speed to 485 MHz, significantly lower than the 750CXe's potential of up to 600-700 MHz, to manage power consumption and thermal output suitable for the compact form factor. This adjustment prioritized reliability and efficiency in a battery-free, enclosed system over maximum processing frequency. Branch prediction in Gekko includes a 512-entry Branch History Table (BHT) supporting four-level and a 64-entry Branch Target Instruction Cache (BTIC). was also tweaked, retaining superscalar dispatch of up to three instructions per cycle but limiting out-of-order loads to one per cycle with a two-cycle latency on cache hits, which better handles graphics-oriented workloads while reducing complexity. The interface maintained the 750CXe's 64-bit data width and 32-bit address bus under the 60x protocol but incorporated gaming-specific optimizations, such as a no-DRTRY mode for faster load operations, an integrated DMA engine, and a write-gather pipe, enabling more efficient access for graphics data transfers at 162 MHz. These changes supported burst transfers and address pipelining tailored to high-bandwidth demands in . For floating-point operations, added custom support for paired-single precision arithmetic via a three-stage FPU and 50 new SIMD instructions (e.g., ps_add, ps_mul, psq_l), utilizing 32 floating-point registers to accelerate 3D transformations and vector math essential for gaming, which the standard 750CXe FPU lacked. These instructions typically exhibit 3-4 cycle latencies, with division operations ranging from 11-33 cycles, providing a lightweight alternative to full vector units. Cost-saving measures included simplifying the integer execution units, where the second unit (IU2) omits multiply and divide capabilities to streamline design, and configuring caches as 32 KB eight-way set-associative L1 (split instruction and data) with a 256 KB L2, including a lockable 16 KB portion of the L1 data cache as a fast scratchpad for critical game data. Fabricated on a with a reduced die size of 43 mm², these adjustments lowered manufacturing costs while integrating features like doze, , and modes, along with assist unit (TAU) monitoring, to fit economically within the console's embedded constraints.

Architecture

Core and pipeline design

The Gekko processor utilizes a four-stage (fetch, dispatch, execute, complete), facilitating and dispatch of up to two instructions per cycle (enabling up to three issues with folding). This design enables efficient instruction flow in a superscalar derived from the PowerPC 750CXe with targeted modifications for gaming workloads. Gekko supports triple-issue superscalar execution, allowing up to three instructions per cycle through two units for arithmetic and logical operations, a dedicated unit, and a that also processes tasks. The processing unit features dynamic via a 512-entry branch history table with two-bit saturating counters, enabling four prediction states to minimize misprediction penalties and improve in branching-heavy code such as game loops. This mechanism reduces pipeline stalls by speculatively executing predicted paths, with a 64-entry target instruction cache further accelerating resolution of taken branches. The supports single-precision operations in a pipelined configuration, achieving a 3-cycle latency for multiply-add instructions to support rapid vector computations in 3D graphics. The integer units handle 32-bit arithmetic and logical operations.

Memory and bus subsystem

The Gekko processor employs a , featuring separate 32 KB instruction and caches at the L1 level, both configured as 8-way set-associative with 32-byte cache lines. The instruction cache supports non-blocking loads to maintain efficiency, while the cache includes a 16 KB lockable portion that enables developers to reserve space for operations, facilitating parallel transfers without stalling the core. A unified 256 KB L2 cache, also on-chip, operates at the core clock frequency and uses a 2-way set-associative organization with 32-byte lines and a write-back policy. This cache integrates seamlessly with the L1 levels to provide hit-under-miss capabilities, reducing latency for subsequent accesses, and supports configurable coherency through for multi-processor environments, though Gekko is typically deployed in single-core systems. The interface is 64 bits wide for (with a 32-bit address bus) and runs at a base frequency of 81 MHz in (DDR) mode, achieving 162 MT/s and a peak bandwidth of 1.3 GB/s to main . An integrated DMA controller enhances handling with a 15-entry command queue, where each entry can initiate transfers of up to 4 KB in 32-byte increments between the locked L1 cache and external , operating in parallel with CPU execution to minimize intervention. Gekko supports a main memory interface tailored for the , where the GameCube's 24 MB main memory and 16 MB auxiliary DRAM (ARAM) benefit from latency optimizations such as store gathering in a 128-byte write FIFO and critical double-word first forwarding to accelerate texture and data loading. These features, combined with the ability to bypass the core for transfers to the GPU and ARAM, enable efficient streaming of game assets without disrupting computational workloads.

Instruction set

Base PowerPC compatibility

The processor fully implements the PowerPC User Instruction Set Architecture (UISA) in 32-bit mode, encompassing the complete set of user-level instructions for arithmetic, floating-point operations, and load/store accesses. This includes standard instructions such as , , and logical operations, as well as load/store variants for byte, halfword, word, and doubleword data types. Floating-point instructions adhere to the standard for single-precision arithmetic, supporting operations like , subtraction, , and division through a dedicated (FPU). The architecture provides 32 general-purpose registers (GPRs), each 32 bits wide, for computations, along with 32 floating-point registers (FPRs), each 64 bits wide to accommodate single- or double-precision formats. Gekko complies with the PowerPC Virtual Environment Architecture (VEA), which defines facilities for cache management, time base operations, and a multiprocessor to ensure reliable virtual addressing and . This compliance enables standard handling of cache instructions and time base facilities, facilitating efficient access patterns in embedded environments. Additionally, the processor supports the PowerPC Embedded Application Binary Interface (EABI), which standardizes data representation, calling conventions, and layout, allowing compatibility with conventional compiler toolchains and software development environments for PowerPC-based systems. For , Gekko incorporates the full suite of branch instructions and condition register (CR) operations defined in the UISA, including unconditional branches (b), conditional branches (bc), and branch-to-register variants (bclr, bcctr) that utilize the link register (LR) and count register (CTR). The CR, a 32-bit register divided into eight 4-bit fields, supports logical operations such as crand and cror for condition code manipulation, enabling precise branching decisions based on comparison results from or floating-point instructions. While these core mechanisms align with standard PowerPC features, Gekko includes minor extensions for multimedia processing that build upon this foundation. Exception and memory further align with PowerPC conventions through VEA-defined synchronization primitives, ensuring ordered execution in virtual environments.

Custom SIMD extensions

The Gekko processor extends the PowerPC architecture with custom (SIMD) capabilities through its Paired Singles (PS) mode, which treats each 64-bit floating-point register (FPR) as two independent 32-bit single-precision floating-point values—denoted as PS0 (upper 32 bits) and PS1 (lower 32 bits)—enabling parallel vector operations optimized for 3D graphics workloads. This mode is activated by setting the PSE bit in the HID2 register, allowing the (FPU) to execute two single-precision operations per cycle while maintaining compatibility with double-precision instructions, which execute normally using the full 64 bits. The design supports a peak throughput of 1.9 GFLOPS, with full pipelining and reservation stations to handle fused multiply-add operations efficiently for tasks like and geometry transformations. In PS mode, core arithmetic instructions perform parallel computations on both PS0 and PS1 elements simultaneously; for example, ps_add adds corresponding pairs from source registers frA and frB, storing the results in frD, while ps_madd executes a fused multiply-add (frA × frC + frB) across both pairs in a single cycle, facilitating vector dot products and matrix multiplications common in . Additional variants like ps_msub, ps_nmadd, and ps_nmsub provide negated and subtractive forms for flexible expression evaluation, with ps_div handling parallel division over longer latencies (17 cycles). These operations leverage the FPSCR for rounding control and , ensuring precise control over floating-point behavior in game engines. Gekko incorporates 16 custom instructions dedicated to vertex data packing and unpacking, primarily through quantized load and store operations that convert between fixed-point integers and floating-point values, reducing demands for . The psq_l family (including psq_l, psq_lu, psq_lx, and psq_lux) loads 8- or 16-bit signed/unsigned integers from , applies scaling factors defined in General Quantized Registers (GQR0–GQR7) for normalization, and converts them to paired single-precision floats in an FPR, enabling efficient ingestion of compressed vertex attributes like positions or normals. Complementing these, the psq_st variants (psq_st, psq_stu, psq_stx, and psq_stux) perform the reverse: extracting paired singles from an FPR, quantizing them back to 8- or 16-bit integers with GQR-specified scaling, and storing them, achieving 2:1 or 4:1 compression ratios that effectively boost bus bandwidth to 5.2 GB/s for texture and handling. These instructions, totaling eight load and eight store forms when accounting for addressing modes, streamline vertex processing pipelines by minimizing conversion overhead. For matrix transformations and vector swizzling in 3D lighting calculations, provides specialized merge instructions such as ps_merge00, ps_merge01, ps_merge10, and ps_merge11, which recombine PS0 and PS1 elements from two source FPRs into a destination register to rearrange vector components without additional arithmetic, supporting operations like rotations or normal vector interpolation. Related sum instructions, including ps_sum0 (adding PS0 from frA to PS1 from frB) and ps_sum1 (adding PS1 from frA to PS0 from frB), enable cross-lane accumulation for dot products, further accelerating graphics math. Data compression is further enhanced by instructions like stvewx (store vector element word indexed), which selectively stores a 32-bit word from an FPR's lower bits to using indexed addressing, allowing precise placement of vector elements in buffers for efficient texture coordinate packing or geometry streaming. Optimizations for fixed-point to floating-point conversions are integral to these extensions, particularly via the quantized loads that use GQR scaling to map low-precision integers (e.g., 16-bit fixed-point vertices) directly into normalized floats, avoiding explicit conversion instructions and reducing cycles in graphics pipelines. These features collectively integrate with the Flipper GPU for shared vertex processing in systems.

Fabrication and integration

Manufacturing specifications

The Gekko processor was fabricated on IBM's 0.18 μm (180 nm) process featuring six layers of , selected for its balance of performance and cost-effectiveness in high-volume production. This process incorporated wiring to lower electrical resistance and interconnect latency relative to traditional aluminum, aiding efficient signal at the targeted clock frequency of 485 MHz. The design avoided silicon-on-insulator (SOI) technology to minimize fabrication costs while maintaining yield rates suitable for console-scale manufacturing. The chip utilized a 1.8 V for both core logic and I/O operations, yielding a dissipation of approximately 4.9 , which supported compact, fanless system designs without compromising reliability. Manufacturing commenced at IBM's Burlington, Vermont facility in 2000, with production volumes scaling up to align with the Nintendo GameCube's market launch the following year.

System-level integration

The Gekko processor is tightly coupled with the ATI Flipper GPU in the GameCube architecture through a shared 64-bit Northbridge bus operating at 162 MHz, enabling efficient communication and direct access by the CPU to the GPU's command processor and registers for graphics tasks. This interface utilizes the 60x bus protocol, supporting pipelined transfers, snooping for cache coherency, and DMA operations to facilitate seamless data exchange between the CPU and graphics subsystem. Gekko incorporates an on-chip (PLL) for internal clock generation, which multiplies the external system clock (SYSCLK) by configurable factors (2x to 10x) while maintaining phase synchronization with the to ensure stable operation across varying conditions. The PLL supports modes like full-power, doze, and nap, remaining active even during low-power states unless bypassed in sleep mode. The processor interfaces with the system's 24 MB of custom main memory and 16 MB ARAM audio RAM through dedicated bus controllers in the overall architecture, with leveraging its 60x bus and DMA engine (featuring a 15-entry queue for transfers up to 4 KB) to access these resources via the Flipper intermediary. This setup allows the CPU to perform quantized loads/stores and cache-coherent operations on the shared while routing audio and auxiliary data to ARAM over separate bridges. Power and thermal management in Gekko includes multiple low-power modes—doze (with snooping), (without snooping via QREQ/QACK ), and (all units off)—to optimize console , alongside an integrated Thermal Assist Unit () with a and programmable thresholds (0–127°C) for interrupt-based throttling. The design operates at 1.8 V for both core and I/O, with typical dissipation of 4.9 W, supporting quiescent states for reduced consumption during idle periods. Gekko is housed in a compact 27 mm × 27 mm, 256-ball plastic (PBGA) package with thermal enhancement, providing 256 I/O connections optimized for dense motherboard integration in the . This packaging facilitates the processor's 32-bit address and 64-bit data bus signals, along with power/ground pins, in a space-efficient footprint.

Performance and legacy

Measured performance metrics

The Gekko processor delivers 1125 DMIPS on the 2.1 benchmark when operating at its nominal clock speed of 485 MHz, yielding an efficiency of approximately 2.3 DMIPS/MHz. This performance stems from its superscalar, out-of-order , which supports an instructions-per-cycle (IPC) rate of up to 2.5 through triple-issue execution and branch prediction. In paired-single mode, the floating-point unit achieves a peak throughput of 1.9 GFLOPS via two 32-bit SIMD multiply-accumulate operations per cycle, enhancing vector processing for 3D graphics and multimedia workloads. With a typical power dissipation of 4.9 W under load, Gekko exhibits a power efficiency of approximately 0.23 DMIPS/mW, balancing high performance with low energy use in embedded systems. In real-world applications, the GameCube's contributes to 60 FPS gameplay at resolution in demanding titles like , where its custom SIMD extensions synergize with the Flipper GPU for consistent frame rates and complex effects rendering; targets 30 FPS to manage water simulations and large environments but leverages the CPU's multimedia throughput for fluid animations.

Influence on successors

The Gekko processor served as the direct foundation for its successor, the Broadway CPU developed by for Nintendo's console, released in 2006. Broadway retained the core architecture of , based on the PowerPC 750CXe, while introducing enhancements such as a higher clock speed of 729 MHz and fabrication on a 90 nm SOI process for greater efficiency and performance over Gekko's 485 MHz on 180 nm. This evolutionary design ensured with software, allowing developers to leverage familiar tools and codebases while benefiting from the increased processing power for more complex games. Beyond home consoles, variants of the architecture persisted in arcade systems through the board, a collaboration between , , and launched in 2002. The utilized the standard motherboard with the CPU, paired with custom modifications like a DSP and Flipper graphics chip, supporting games via or later NAND flash cartridges in Namco-specific revisions. These variants remained in production and use for arcade titles into the mid-2000s, with releases such as Namco's ROM-based games appearing as late as 2005, demonstrating the durability and cost-effectiveness of Gekko's design in commercial environments. Gekko's design principles also exerted indirect influence on contemporary competitors, notably IBM's CPU for Microsoft's in 2005. As a custom PowerPC derivative, incorporated specialized load and store instructions for vertex data handling that echoed Gekko's paired single instructions, reflecting shared expertise in optimizing PowerPC for gaming workloads. This cross-pollination contributed to the broader adoption of tailored PowerPC implementations across the sixth and seventh console generations. Furthermore, Gekko's emphasis on out-of-order execution in a compact, console-specific package carried forward to the Wii U's CPU in 2012, which featured three PowerPC 750CXe-derived cores at 1.24 GHz, maintaining cache structures and architectural continuity from Gekko and Broadway to support legacy emulation modes. In the wider gaming industry, Gekko pioneered the use of cost-optimized, custom PowerPC CPUs tailored for 3D gaming demands, setting a precedent for integrated system-on-chip designs that balanced performance and manufacturing expenses. By demonstrating the viability of superscalar, out-of-order PowerPC execution in resource-constrained environments, it influenced subsequent custom silicon like the Xenon CPU and ATI's Xenos GPU in the Xbox 360, which adopted similar bespoke optimizations for console efficiency. This approach helped solidify PowerPC's dominance in major consoles—including the PlayStation 3's Cell processor—through the late 2000s and into the early 2010s, until the shift to x86 architectures in the eighth generation.

References

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