megadrive, I believe your knowledge would be helpful on Wikipedia. I have lost myself for weeks at a time working on stuff over there.
I put a bunch of effort into a Architecture & Development section of the N64 article months back. ERP answered a bunch of questions for me about N64 a couple of years ago and I referenced that info. I'm sure it's in need of tweaks and fixes tho.
http://en.wikipedia.org/wiki/Nintendo_64
hehe, thanks. though I'm definitally no expert. i'm no engineer, or hardware guru, I just remember things, relative to other things, and use some "common sense" and "what ifs".
i'm sure you guys know more about the in's and out's of N64 architecture better than I do.
heh, the funny thing is, N64 was actually more powerful than SGI's lowend to midrange workstations of the early 1990s (1990-1994) as far as texture-mapped polygons/sec. by the time N64 came out though (summer 1996) SGI had refreshed its entire lineup of machines, from lowend to highend.
I wonder how different / slower the technology was that SGI offered to SEGA in 1992-1993, before SGI went to Nintendo? Sega complained that what SGI offered them did not provide good enough framerates.
ok, now you all have me thinking (again) of what could've been.
my "ideal" Nintendo 64 would've been a machine that provided Voodoo Graphics level performance which would be somewhat higher than the actual N64, but
slightly below 3DO M2 (say oh, ~200k to 250k fully featured polys/sec) 8k or better yet, 16k texture cache, a 150 MHz MIPS CPU, 9 MB of high-bandwidth, fairly low-latency RAM, a cartridge slot for smaller games that required very fast loading and built in 64DD or equivalent drive (no CD-ROM) for larger games that could still have reasonably decent loading times. no need (IMO) for CD-ROM since really, most of the time, the large capacity was really only used for was FMV and CD soundtracks. alternatively, no 64DD, and instead a 4x CD-ROM with a large amount of cache (like Saturn) but that would still be slow.
N64 games would have higher polygon counts than PS1 games, with far more features applied, moving at equal if not better framerates.
easy to use API and tools like 3Dfx had.
price the originally announced $250 or even $300.