- CPU: 64-bit NEC VR4300 (MIPS R4300i) with 24 KB L1 cache, running at 93.75 MHz
- GPU: 64-bit Reality Coprocessor, running at 62.5 MHz and over 100 MFLOPS.[2] It is a microcode-reprogrammable T&L GPU,[3] composed of two integrated processors: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP).[4]
- Video Interface (VI) reads data from the frame buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (video DAC) to produce the video output.
- Audio Interface (AI) reads data from the audio buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (audio DAC) to produce the sound output.
- Peripheral Interface (PI)
- Serial Interface (SI)
- Hardware features: Detailed texture mapping with perspective correction, anti-aliasing,[4] Z-buffering,[2] bilinear filtering,[5] trilinear filtering, Gouraud shading, 256 level alpha blending, level of detail management[2]
- Peak fillrate: 62.5 megapixels/second (texturing, perspective correction, bilinear filtering, translucency, Z-buffering), 31.25 megapixels/second (perspective correction, bilinear filtering, texturing, transparency, Z-buffering, mipmapping, fog), 125–250 megapixels/second (Fill Mode, Copy Mode)[5]
- Audio: 16-bit, stereo, CD quality.[2]
- Number of ADPCM voices: 16-24 channels with pitch-shifting PCM, up to 100 PCM channels possible.[2]
- Sampling frequency: 44.1 kHz or 48 kHz, selectable
- 4.5 MB RDRAM (Rambus DRAM)[6] on a 9-bit 562.5 MB/s bus, upgradable to 8 MB with Expansion Pak
- ROM cartridge (Nintendo 64 Game Pak) bus running at 264 MB/s
- Resolution: 240p (320×240), 288p (384×288), 480i (640×480), 576i (720×576), widescreen via letterboxing and anamorphic compression
- Color palette: 16,777,216 (24-bit color depth), 2,097,152 possible colors (21-bit color) on screen
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