[quote="Sasir96";p=328402]La verdad,a mi la N64 siempre me ha parecido inferior a la PSX en todo:
Sus juegos las mas de las veces tenian un apartado técnico mucho menor
Muchos de los juegos más famosos son entregas de sagas ya existentes (no niego que existan algunos originales, pero la mayoría son eso)
El hardware era peor, tanto en mando como en la comodidad de almacenar los cartuchos y la consola, en comparacion con los cds y la forma de la psx
En resumen, para mí está sobrevalorada[/quote]
especificaciones tecnicas N64
CPU:
64-bit NEC VR4300 (MIPS R4300i) with 24 KB L1 cache, running at 93.75 MHz
Performance: 125 MIPS (million instructions per second), 93.75 MFLOPS (million floating-point operations per second).[1]
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).
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 include detailed texture mapping with perspective correction, anti-aliasing, Z-buffering, trilinear filtering, Gouraud shading, 256 levels of alpha channeling, and level of detail management.[2]
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 MB RDRAM (Rambus DRAM) 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.[2]
especificaciones tercnicas psx
MIPS R3000A-compatible 32-Bit RISC CPU MIPS R3051 with 5KB L1 cache, running at 33.8688 MHz .[1]
The microprocessor is manufactured by LSI Logic Corp. with technology licensed from SGI.
Features:
850K-1M Transistors[citation needed]
Operating performance: 30 MIPS[2]
Bus bandwidth 132 MB/s
One Arithmetic/Logic unit (ALU)
One Shifter
CPU cache RAM:
4 kB instruction Cache[1]
1 kB non-associative SRAM data cache
Geometry Transformation Engine (GTE or Cop2)[citation needed]
Coprocessor that resides inside the main CPU processor, giving it additional vector math instructions used for 3D graphics, lighting, geometry, polygon and coordinate transformations - GTE performs high speed matrix multiplies.
Operating performance: 20 MIPS
Polygons per second (rendered in hardware):
90,000 with texture mapping, lighting and Gouraud shading[citation needed]
180,000 with texture mapping[3]
360,000[4] with flat shading
lee todo pero especialmente lo remarcado en negrita, si quieres los articulos completos aqui los tienes
https://en.wikipedia.org/wiki/PlayStati ... ifications" onclick="window.open(this.href);return false;
https://en.wikipedia.org/wiki/Nintendo_ ... ifications" onclick="window.open(this.href);return false;
por cierto, preguntale a tu amigo el resident evil 2 que opina de lo que dices que era peor en todos los sentidos, porque le ganaba la version de N64 en todos los sentidos a la de PSX y eso que tenia un "casposo" cartucho