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I am rather embarrassed for you people who think that high clock speed means automatic N64 emulator ability. There's more to it than that, particularly the 3D hardware capability. PC's need dedicated 3D hardware to emulate N64 at all. The minimum specs for PC's to play n64 games AT ALL decently are around 1ghz, AND requires a 3D card. I can probably play the games at around that speed, but if i don't have a 3d card, i'm out of luck. Trying to run on an integrated gpu at those low speeds will have tremendous slowdown, unplayable pretty much. I've tried too, adding in a proper gpu let me play at playable speeds.
And as for Cooltad's comment about original gameboy on an ipod nano, you're missing the point entirely. N64 is a very complicated system to emulate. To this day, there is not an n64 emulator for pc up to the high standards of SNES, NES, Genesis, or GB/GBC/GBA. Comparing it to emulating something as primitive as gameboy, or any of the 8 or 16 bit systems is foolish. It's more complicated than doing simple narrow-minded math to assume an amount of power needed for N64 emulation. Want a simple reason why clock speed is of little consequence here? Take 3 CPU's from different generations- a Celeron, a Pentium 4, and a core 2 duo. Clock them all at the same speed. Although they are technically running at identical clock frequencies, they will all perform differently from each other due to their different architectures. PSP has a mips processor, ds has arm. Even with the extra speed from iplayer/dstwo, PSP will STILL have the advantage here. Also factor in that PSP has a far more powerful 3D hardware engine.
I will say though that the ram issue is not what will hold back DK64. iPlayer/DSTWO has plenty of memory. What will hold it back is that the game is just too powerful. It only plays properly on Project64 anyways, timing issues.
Wish people would stop with the mentality that a system can emulate something because it's x-amount faster than the original system. Doesn't work like that at all and it's a foolish way to calculate the requirements for something. There's more to a system than its clock speed. Look at sega saturn, relatively low clock speed and yet an extremely hard to emulate system, considering.
And as for Cooltad's comment about original gameboy on an ipod nano, you're missing the point entirely. N64 is a very complicated system to emulate. To this day, there is not an n64 emulator for pc up to the high standards of SNES, NES, Genesis, or GB/GBC/GBA. Comparing it to emulating something as primitive as gameboy, or any of the 8 or 16 bit systems is foolish. It's more complicated than doing simple narrow-minded math to assume an amount of power needed for N64 emulation. Want a simple reason why clock speed is of little consequence here? Take 3 CPU's from different generations- a Celeron, a Pentium 4, and a core 2 duo. Clock them all at the same speed. Although they are technically running at identical clock frequencies, they will all perform differently from each other due to their different architectures. PSP has a mips processor, ds has arm. Even with the extra speed from iplayer/dstwo, PSP will STILL have the advantage here. Also factor in that PSP has a far more powerful 3D hardware engine.
I will say though that the ram issue is not what will hold back DK64. iPlayer/DSTWO has plenty of memory. What will hold it back is that the game is just too powerful. It only plays properly on Project64 anyways, timing issues.
Wish people would stop with the mentality that a system can emulate something because it's x-amount faster than the original system. Doesn't work like that at all and it's a foolish way to calculate the requirements for something. There's more to a system than its clock speed. Look at sega saturn, relatively low clock speed and yet an extremely hard to emulate system, considering.








