Official Specs:
- CPU: MIPS 64bit RISC CPU (customized
R4000 series)
- CLOCK SPEED: 93.75 MHz
- MEMORY: RAMBUS D-RAM 36M bit
- TRANSFER SPEED: maximum 4,500M
bit/sec.
- CO-PROCESSOR:
- RPC: SP (sound and graphics processor)
and DP (pixel drawing processor) incorporated
- CLOCK SPEED: 62.5MHz
- RESOLUTION: 256 x 224 ~ 640 x 480
dots
- flicker free interlace mode support
- COLOR: 32 bit RGBA pixel color
frame buffer support
- 21 bit color video output
- GRAPHICS PROCESSING:
FUNCTION:
- Z buffer
- anti-aliasing
- realistic texture mapping:
- tri-linear filtered mipmap interpolation
- perspective correction
- environment mapping
- DIMENSIONS: W260mm (10.23")
x D190mm (7.48") x H73mm (2.87")
- WEIGHT: 1.1kg (2.42 lb.)
This Information is as of Nov. 24,
1995. From NINTENDO, INC.
The specs below are current as of 11/27/96. (Source: CapScott)
Nintendo 64 Console Specs
Physical Dimensions:
- 10.25" x 7.5" x 2.57"
- 2.42 lbs
Power Supply (U.S.):
- Input: AC - 120V, 26W, 60Hz
- Output: DC - 3.3V, 2.7A
Custom CPU:
- Custom 64-bit MIPS R4300i-class
RISC CPU (93.75 MHz)
- 64-bit data path, registers, buffer
- 5-stage pipeline
- CPU Benchmarks
- 125 Dhrystone MIPS (93 million
operations/sec)
- 60 SPECint92
- 45 SPECfp92
Co-Processor:
- Custom 64-bit MIPS RISC "Reality
Immersion" RCP (62.5 MHz)
- Built-in Audio/Video Vector Processor
(RSP)
- RCP Benchmarks
- Over half a billion (500,000,000)
vector operations/sec
- 10 times more than some Pentium
engines
- Built-in Pixel Drawing Processor
(RDP) takes care of:
- Advanced Texture-Mapping
- Detail Texturing
- Tri-linear Mip Map Interpolation
- Perspective Correction
- Environment Mapping
- Depth Buffering
- Color Combiner
- Anti-Aliasing and Blending
- Rasterizing
- Z-Buffering
- Automatic LOD Management
- Vertex positioning and transformations
- Depth, color and texture clipping
- Transparency (256 levels max)
- Gouraud Shading
Processor/Co-Processor Engine:
- Contains Over 4 Million Transistors
Total
- Manufactured by NEC
- Based on .35 Micron Process
Memory:
- 4 Megabytes (36 megabits) total
RAM
- Rambus DRAM subsystem
- Transfers up to 562.5 MBytes/sec
- Custom 9-bit Rambus Bus (to the
DRAM)
- Internal data bus to the RCP is
128-bit
Audio:
- Stereo 16-bit
- ADPCM Compression
- 100 PCM channels possible
- Each PCM channel takes 1% of the
CPU time
- Wavetable Synthesis
- Sampled at 48 KHz max
- Internal Special Effects
- Voice (w/ Pitch Shifting)
- Gain and Pan
- Reverb and Chorus
- External (software) Effects Supported
Video:
- Video Output
- RF
- Stereo A/V
- S-Video
- HDTV
- Video and Resolution:
- 256 x 224 to 640 x 480
- Limited by TV Standards
- Flicker Free Interlace Mode
- 21-bit color output
- 32-bit RGBA Pixel Color Frame Buffer
Controller Ports:
- Four Controller Ports
- Three-prong Feed
Controllers:
- Digital joypad at left
- Analog stick in middle
- Six buttons on the right
- 'B' and 'A' buttons
- Four "C Group" buttons
- 'L' and 'R' buttons on top
- One "Z Trigger" button
on the bottom
- Memory card port on back
- Initial controller paks start out
at 256k
- Paks (up to 2 MB) will be available
- Supports other 'paks' such as a
"Jolt Pak"
Expansion Options:
- Cartridge Slot
- Controller Ports
- Extension Port (bottom)
- Memory Expansion option (top front)
N64 Console Games:
- Games begin at 32-128 Megabits
- Uses JPEG image format for pre-rendered
images
- Produces polygon graphics on the
fly
- On-board hardware decompression;
software optional
- 256 Megabit carts max; (four 64
meg ROMs)
64DD Specs
Physical Dimensions/Weight:
- 10.2" x 7.5" x 3.1"
- 3.53 lbs
System:
- Magnetic Storage Disk Medium
- Supports Error Correction
- Utilizes Nintendo 64 console for
processing
- Supports same compression algorithm
- 4" front loading disk feed
- 2-4 megabyte RAM expansion
Benchmarks:
- 75 ms seek time
- .79 MB/sec data transfer rate
Disk Physical Dimensions:
Games/Disks:
- High Density, Double-Sided disks
- 64 MB total capacity
- Read/Write capable
*NOTE* The Reality Immersion
Graphics Processor and Audio Processing Unit are combined into a single
co-processor.
Just in case you don't know, the
N64 uses Rambus DRAM. Rambus DRAM is 9-bit (8 bits of data and 1 parity
bit) instead of the usual 8-bit RAM. So, if you multiply 9 (the number
of bits of the RAM) x 4 (the number of megabytes of RAM in the N64), then
you get 36 megabits. Which, when converted to megabytes, is 4.5 megabytes.
But, the N64 actually only has 4 megabytes of RAM. So, in conclusion, Nintendo
is technically correct when they say 36 megabits because that's how many
megabits of RAM they have.
Textured mapping is a process
in which a computer takes an image (e.g. a "texture") and wraps
it around a 3-D object.
Morphing is going from one
3-D object to another, changing its shape and transforming until it reaches
the new shape.
Scaling means to shrink or
enlarge an object.
Rotation means to show the
playing field from a different angle.
Skewing means to slant an
object.
Shading is the process by
which the computer simulates lighting effects on objects in a 3-D scene.
Anti-aliasing is the process
of surrounding the particular color with "blending" colors so
the screen colors appears smooth next to each other and "blend together".
This process will eliminate the jagged edges of diagonal lines on a TV
or Monitor.
Detail Texturing is when
you supply the texture unit with two or more of the same texture -- each
one more detailed than the other. That way, when you zoom into the texture,
it will gradually interpolate between two of the textures so there won't
be any pixelation.
Tri-linear mip map interpolation
stops textures from aliasing when they are far away. It will switch to
a smaller, less-detailed texture to prevent this from happening.
Load Management will eliminate
the "pop-up" effect of parallax backgrounds in 3-D games.
Depth Buffering removes hidden
surfaces during the real-time rendering process of a scene.
Transparency means you can
see through an object.
Gouraud Shading calculates
a color for each vertex on the object and then blends the shading between
each pair of vertices to determine the color for the pixels.
Phong Shading calculates
a color for each pixel in the object which generally results in more color
and shading variation and therefore more realism in the rendered scene.
Flat Shading gives each side
of a polygon a single color. It is the least realistic of the three but
also takes the least amount of time to calculate. This is usually the kind
of polygons they are talking about when they give benchmarks. It makes
your polygon number seem much higher than it really can be used usefully
for.
Thanks to Scott McCall, N64HQ.