rolltide101x said:
|
N64 games had small textures stretched out on big surfaces because of several problems one of the was the ridiculous amount of texture cache. The unified memory pool had awful latency. The co-processor couldnt work by itself. It had no video memory, or video chip at all. It was difficult to program for. It was more expensive to program for.
Nice effects like texture antialiasing, perspective correction, trilinear mip mapping interpolation, HW lighting and such were great but the performance crippled.the console had severe design limitations due to having to sell it at a low price. Plus most of those more modern effects the N64 pulled could be faked on the PSX at some degree.
It was more powerful when used at full, but it was expensive and hard work, sadly barely nobody tried besides Nintendo, Rare, Acclaim, Midway, Lucasarts and Boss. The games that those devs delivered really were something to behold, and a great use of N64s capabilities.
The overall average performance of both was similar. Just look at multipalts. Most looked the same besides the heavy streching of textres and antialiasing on the N64, and the texture warping and pixelation on the PSX.