Separate names with a comma.
Discussion in 'NDS - Flashcarts and Accessories' started by strata8, Mar 8, 2008.
Edit: Here is a side-by-side comparison:
What is your point?
Imo the lack of bilinear filtering isn't that bad. I would maybe say that it sometimes can look even better because lowres textures that are billinery filtered are just bleh.
Also you could point out that the 64's CPU internals are in 64bit architecture.
Still both are pretty close to each other and since there was a Starcraft 64 it means a DS starcraft would be possible hardware-wise.
The N64 is 64-bit, but I think it only has 32-bit buses.
Is the DS's processor better? Because those red shells on Mario Kart DS are so damn smart.
I've also added textures to the above list.
I really hope this doesn't turn into an emulation debate.
I just wanted to put up a side by side comparison
Can you post a PSP vs. N64 list plz. I want to see what the differences are.
PS3 vs NES please.
if you're gonna do a comparison, at least put them side by side in a table or something, not just a blob of text. and do a little more research to put the names of the cpu's
NES - 6502, 8-bit, 1.8MHz, no FPU
PS3 - PPC, 64-bit, 3.2GHz, 8 FPUs
NES - 2KB
PS3 - 256MB
NES - 16KB
PS3 - 256MB
It would appear that the PS3 has a slight hardware advantage.
The N64 easily out-classed the DS. The only limitations were cartridge size and the microcode was fixed (developers couldn't program their own GPU code unless they were Factor 5, Rareware, or Nintendo themselves). Using the 90MHz Reality CoProcessor's microcode, Nintendo themselves created two modes: Fast and Quality (IIRC - that's at least something similar to what they were called). In the developer libraries, Nintendo only allowed access to the pre-defined "quality" mode, which enforced filtering and low polygon counts, though the graphic were still very clearly superior to the jaggies, unfiltered textures, and poor/unstable geometry in PSX games. For their games, Factor 5 increased the resolution, texture size, and polygon count with their access to and knowledge of the microcode and GPU internals, but that didn't convince Nintendo to open it up to other devs.
And yes, I know that it isn't technically a GPU (the GeForce 256 was the first to process a gigtextel).
The DS has the advantage of larger game sizes to make the overall presentation seem superior. Look at Mario 64 DS and compare the geometry on Mario's hands. Sure, they textured him, but they lowered the geometric detail.
Oh, by the way, the N64 has 16,777,216 colours, not 32,768 or 32,000.
changed it to a side-by-side comparison, and added some things.