Nintendo 64 Architecture – A Practical Analysis
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#4For someone just starting to learn about computer architecture at a low level (rather embarrassing for someone who's been in the industry for over a decade), this is a really interesting read, and it's helping concepts like pipelining and caching to gel.
Re: Nintendo 64 Architecture – A Practical Analysis
#5For someone just starting to learn about computer architecture at a low level (rather embarrassing for someone who's been in the industry for over a decade), this is a really interesting read, and it's helping concepts like pipelining and caching to gel.
Re: Nintendo 64 Architecture – A Practical Analysis
#6On the cost-saving point, I always understood that the limited 4kb texture memory led to lots of games having really muddy, blurry textures. How much more would have 8kb or 16kb cost? It seems a small cost saving that had a pretty large, negative impact.
Re: Nintendo 64 Architecture – A Practical Analysis
#7On the cost-saving point, I always understood that the limited 4kb texture memory led to lots of games having really muddy, blurry textures. How much more would have 8kb or 16kb cost? It seems a small cost saving that had a pretty large, negative impact.
Well, I would guess twice as much and four times as much respectively. I mean RAM is cheap today but if you wanted 128GB of it today it’d still run you like, $700. I can’t pretend to know what this particular type of RAM cost back in the day, but given how relatively cutting edge the machine was I can only guess it was not particularly inexpensive...
Re: Nintendo 64 Architecture – A Practical Analysis
#8Earlier quoted context omitted.
Well, I would guess twice as much and four times as much respectively. I mean RAM is cheap today but if you wanted 128GB of it today it’d still run you like, $700. I can’t pretend to know what this particular type of RAM cost back in the day, but given how relatively cutting edge the machine was I can only guess it was not particularly inexpensive...
They should have released a Nintendo 64 Plus sometime before the release of the Gamecube that would have doubled its RAM to provide hi-res textures.
Re: Nintendo 64 Architecture – A Practical Analysis
#9http://www.qwertymodo.com/hardware-projects/n64/nonvolatile-...
Re: Nintendo 64 Architecture – A Practical Analysis
#10On the cost-saving point, I always understood that the limited 4kb texture memory led to lots of games having really muddy, blurry textures. How much more would have 8kb or 16kb cost? It seems a small cost saving that had a pretty large, negative impact.