swaaye wrote:N64's memory bus is a whole 9bits wide so that must have saved some money indeed. SDRAM would have been bleeding edge at the tim […]
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N64's memory bus is a whole 9bits wide so that must have saved some money indeed. SDRAM would have been bleeding edge at the time too. N64 was designed from 93-96.
The other consoles of the time had various separate banks of FP DRAM. N64 was the first with a fast unified bank. The console had only 4-5 ICs
inside. Very high integration. And of course no expensive optical drive. The carts were very expensive however and were probably what made most 3rd parties leave.
Apparently the memory controller was very poor though and the RDRAM latency combined with this created a very difficult machine to get performance out of. And also the so called texture cache forced extreme restrictions on texture size. Lots of issues with the hardware. Still it was the most impressive console for a few years.
Yeah, it was an interesting platform for sure.
They would have done better going with SDRAM, and more of it, or even just plain EDO. EDO at the time would have been within striking distance of SDRAM. Shipping the N64 with 8 or 12mb of EDO would have probably been the same amount of money as 4MB of RDRAM, and would have given the console serious a performance boost (and it was already far ahead of anything SEGA or Sony could deliver if one ignored the small storage capacity of the cartridges).
Case in point, the SGI Indy with a similar (albeit faster and more feature rich) cpu used EDO. RDRAM was overkill and had it's own share of problems.
All that being said, the N64 may not really have benefited from too much more texture memory as the cartridges couldn't store larger textures 😁. Expansion pack supported games look better for certain, but not so much better. [/i]