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Game Dude
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| CPU: | MIPS 64-bit RISC CPU (customized R4000 series) |
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| 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 |
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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