This stuff will make your head spin. I think the top game for PS2 for the overall capabilities of the system is Gran Turismo 3: A-Spec. Mid 2007, it was the top selling game for the PS2 at more than 14.8 million copies sold.
It is uncertain the top game for the Gamecube. Nintendo doesn't release those types of metrics. But from all the reviews and game charts, it seems it was Super Smash Bros. Melee at somewhere around 7 million units.
GameCube Technical Specifications:
Found on:
http://www.nintendo.com/systems/gcn/specifications.jsp
MPU ("Microprocessor Unit")* : Custom IBM Power PC "Gekko"
Manufacturing process: 0.18 micron IBM copper wire technology
Clock frequency: 485 MHz
CPU capacity: 1125 Dmips (Dhrystone 2.1)
Internal data precision: 32-bit Integer & 64-bit floating-point
External bus: 1.3GB/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"
Embedded frame buffer: Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
Embedded texture cache: Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
Texture read bandwidth: 10.4GB/second (Peak)
Main memory bandwidth: 2.6GB/second (Peak)
Pixel depth: 24-bit color, 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, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering 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 encoding
Sampling Frequency: 48KHz
System Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Real-world polygon: 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory: 40MB
Main Memory: 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
A-Memory: 16MB (81MHz 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, Approx. 1.5GB Capacity
Input/Output: Controller Port x4
Memory Card Slot x2
Analog AV Output x1
Digital AV Output x1
High-Speed Serial Port x2
High-speed Parallel Port x1
Power Supply AC Adapter DC12V x 3.25A
Main Unit Dimensions 4.3"(H) x 5.9"(W) x 6.3"(D)
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Playstation 2 Technical Specifications:
The specifications of the PlayStation 2 console are as follows, with hardware revisions:
* CPU: 64-bit/128-bit "Emotion Engine" clocked at 294 MHz (299 MHz on newer versions), 10.5 million transistors
o System Memory: 32 MB (MiB) Direct Rambus or RDRAM
o Memory bus Bandwidth: 3.2 gigabytes per second
o Main processor: MIPS R5900 CPU core, 64 bit
o Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
o Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit, at 150 MHz.
+ VU0 typically used for physics and other gameplay type things
+ VU1 typically used for polygon transformations, lighting and other visual based calculations
o Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
+ FPU 0.64 gigaFLOPS
+ VU0 2.44 gigaFLOPS
+ VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
o 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
+ 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
+ 3D CG Geometric transformations at peak movements/effects(textures)/lights(VU0+VU1): 16.7-22 million polygons per second (dependant on if series or paralell T&L)
+ Actual real-world polygons (per frame):500-733k at 30fps, 250-366k at 60fps
o Compressed Image Decoder: MPEG-2
o I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
o Cache memory: Instruction: 16 KB (KiB), Data: 8 KB + 16 KB (ScrP)
* GPU: "Graphics Synthesizer" clocked at 147 MHz
o Pixel pipelines: 16
o Video output resolution: variable from 256x224 to 1280x1024 pixels
o 4 MB (MiB) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
+ Texture buffer bandwidth: 9.6 GB/s
+ Frame buffer bandwidth: 38.4 GB/s
o DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
o Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
o Dedicated connection to: Main CPU and VU1
o Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
+ Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
+ Pixel fillrate: with 1 full texture(Defuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
+ Pixel fillrate: with 2 full textures(Defuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
o Multi-pass rendering ability
+ Four passes = 300 Mpixel/s (300 Mpixel/s divided by 32pixel = 9,375,000 triangle/sec lossed every four passes)
* Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
o Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
o Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
o Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
* I/O Processor
o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
o Sub Bus: 32 Bit
o Connection to: SPU and CD/DVD controller.
* Interface Types:
o 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
o 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
o Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
o Modem and Internal Hard Disk Drive
o IEEE 1394 (only in SCPH 10xxx – 3xxxx)
o Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
o 2 USB 1.1 ports with an OHCI-compatible controller.
* Disc Drive type: 24x (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.
* Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB), DVD Video (4.7 GB). Later models are DVD-9 (8.5 GB Dual-Layer), DVD+RW, and DVD-RW compatible.