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I'll just leave this here

Nights said:
Nintendo DS:

Main CPU: ARM 9, 67 MHz
Secondary CPU: ARM 7, 33 MHz

Memory: 4 MB main RAM, 656 kB VRAM

Sound: ARM 7, 33 MHz 
16 simultaneous channels
stereo sound

Graphical prestations/effects:
ARM 9 
dual 256x192 screen resolution
solid 60fps
120,000 polygons per second with all hardware effects @ 60 fps (expect game benchmarks to be a little less.)
262,144 colors
4 million vertices/second
30 million pixels/second fillrate
Cel-shading
Hardware fog
no bilinear filtering This really sucks...

N64

Nintendo 64:

Main CPU: R4000, 93.75 MHz
Secondary CPU: , 62.5 MHz

RAM: 36 Mb (4.5MB) main RAM, 8.5MB with expansion pak

Sound: , 62.5 MHz
16-24 channels OR
max. 100 simultaneous channels, though take 1% of the CPU each (developer's choice)
Dolby Pro Logic (1, not 2) Surround sound

Graphical prestations/effects:

256x224 or 640x480 screen resolution
lots of graphical sacrifice needed for a solid 60fps (like F-Zero X)
32,000 colors on-screen
150,000 polygons with all effects @ 60 fps (Nintendo says)
100,000 " " " " " " (benchmark says)
unknown vertices and fillrate
hardware fog, bi- and trilinear filtering

PS: Because the screen on the DS is small the DS can get away with more. Basically the small screen lets it do less and it appears as more.