Textures on the PS2 were limited by the graphics memory, and to a single Texture page in that memory (256x256 for all intents and purposes).
N64 had a 4KB texture cache that had to be explicitly loaded from main RAM in the command stream before it could be used. If Mipmapping was enabled it was effectively 2KB. To put it in perspective a 64x64 4bit/pixel texture is 2K and a 128x64 is 4K.
N64 had a 4KB texture cache that had to be explicitly loaded from main RAM in the command stream before it could be used. If Mipmapping was enabled it was effectively 2KB. To put it in perspective a 64x64 4bit/pixel texture is 2K and a 128x64 is 4K.