GAMEDUDE

Game Dude
12104 Sherman Way
North Hollywood, CA 91605
Fax: (818) 764-4851
Ordering: (818) 764-9506
gamedude@gamedude.com
 Daily 11:00 am to 7:00 pm PST 
     

GAMEDUDE

Game Dude's Nintendo 64 Specs

CPU: MIPS 64-bit RISC CPU (customized R4000 series)
CLOCK SPEED: 93.75 MHz
CO-PROCESSOR: 64-bit RISC processor running at 62.5 MHz
RCP SP (Sound and Graphics Processor)
and DP ( Pixel Drawing Processor)
GRAPHICS PROCESSING FUNCTION: Z-Buffering, Anti-aliasing, eliminates jagged
lines and edges, mostly in low res. Realistic
texture-mapping. Alpha Channel effects\Fog,
Transparency, etc. Ray-Tracing/sophisticated
form of light tracing ability. Gouraud shading,
(Featuring: Tri-Linear filtered mip-map
interpolation, Perspective correction,
Environment mapping)
MEMORY: Rambus D-RAM 36 Mbits
TRANSFER SPEED: Maximum transfer speed 4,500 M bits/sec.
running at 500Mhz.
RESOLUTION: 256 X 224 - 640 X 480 dots with flicker free
interlace mode support
COLOR: Maximum: 16.8 million colors, 32-Bit RGBA
Pixel Color Frames Buffer Support
& 21-Bit color video output
out of a 16.8 million color palette it can
display 32,000 on screen colors at once
VIDEO OUTPUT: RF, RGB, and HDTV compatible
AUDIO: Stereo 16-bit/64 PCM channels sampled at 44.1 kHz
BENCHMARK PERFORMANCE: Main CPU clocked at 125 MIPS (millions
of instructions per second)
Graphics Co-Processor clocked at
100+ MFLOPS (millions of floating point
operations per second)100,000 polygons per second,
with all hardware graphic features turned on.
CONTROLLER: Input for four controllers
Analog/Digital
Total of nine buttons
DIMENSIONS: 10.23" wide x 7.48" deep x 2.87" high
WEIGHT: 2.42 pounds

Other Notes

Processor utilizes special built in tools for creating software, Alias used to create models of 3D characters, and realistic figures, Multi-gen is utilized by creating wire frame animation to get the best sort of animation possible, it also allows the better of shifting and rotating 3D worlds. And even though the N64 doesn't feature phong lighting, or many other abilities. Programmers can program almost any other sort of abilities and effects without slowing down any of the two processors. No load time or slow down. When the DD64 comes out it will add two more megabytes of RAM to the resultant Magnetic disk, and cartridge system. Benchmark performance: Main CPU clocked at 125 MIPS (Million of Instructions per second) Graphics Co-processor clocked at 100+MFLOPS (Millions of floating point operations a sec.) as of present day tech specs. the N64 is capable of only 150,000 raw polygons a sec. later this year the N64 will ship out their micro-code to arcade producers such as Williams, and Rare. It will utilize revised and improved versions of already and present features on the Co-processor. Only also it will jack up the Polygon count up to 1,000,000. polygons a sec. at 30 fps, and 60 fps a sec. at 500,000 thousand polygons. Just think of the possibilities, when Mario64 only runs on 15,000 polygons a sec., it will be incredible. And the Co-processor can do this with all the features turned on as well. It's base test of this Micro-code will begin in 1997 with N64's latest arcade development. Killer Instinct 3 will be based on this format, possibly MK4 as well.

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Game Dude
12104 Sherman Way
North Hollywood, CA 91605
Fax: (818) 764-4851
Ordering: (818) 764-9506
Daily 11:00 am to 7:00 pm PST

gamedude@gamedude.com
Last Updated: 01/08/03

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