- Main processor : NEC VR4300 (93.75 MHz), based on RISC processor, MIPS R4300i-series.
- L1 Cache: 24 KB, splitted in 16KB for instructions and 8KB for data.
- No L2 cache.
- Manufactured by NEC, 35 µm precision.
- 32bit busses (addresses and data).
- Instruction set : MIPS R4000 64-bit.
- Adressable memory : 4GB (up to virtual 1TB).
- 4.6 million transistors.
- 5-stage scalar pipeline with integrated FPU.
- Capacity to execute 93 million opérations per second.
- Bandwith : 250MB/s (not DMA).
- Microprocessor can't access directly the RAM.
- Graphic processors : SGI 62.5 MHz 64-bit RCP ("Reality" co-processor), with 2 sub-processors.
- RSP (Reality Signal Processor), which controls 3D graphics and audio functionalities.
- 8-bit vector processeur based on MIPS R4000.
- Programmable using microcode (µcode). Possibilities to add or modify existing functions.
- Transformation, clipping, lighting, triangle setup, and audio decoding (audio can also be done using main CPU).
- Displayable polygons : initially about 100000 polygons per second, without quality loss. Some more recent games could display more thanks to graphic processor microcode optimization.
- RDP (Reality Drawing Processor), rasterizer handles all pixel drawing operations in hardware.
- Z-buffering : spatial relationship between 3D objects (is the hero in front of the house or behind?)
- Anti-aliasing : smoothes jagged lines and edges (reduces "stair-effetc").
- Texture mapping : places textures and images over shapes.
- Bilinear filtering : prevents texture blockiness by blurring when resizing.
- Mip-mapping : creates distance textures of varying degress of fidelity.
- Trilinear mip-map interpolation : filters mip-maps and textures smoothly without blockiness. Nintendo 64's filtering is not entirely accurate, its precision was reduced to lower mathematical demands.
- Perspective-correct texture mapping : keeps textures from "warping" when viewed at different angles.
- Environment mapping.
- Gouraud shading, fillrate of about 30 millions pixels per second when Z-buffering is enabled.
- 128-bit internal data bus between RSP and RDP. Bandwith of about 1Gb/sec.
- Resolution : from 256 x 224 to 640 x 480 pixels.
- Color depth : 16.7 million colors, 32768 simultaneous on screen.
- RSP (Reality Signal Processor), which controls 3D graphics and audio functionalities.
- RAM : 4 MB RDRAM (upgradable to 8 MB while using Expansion Pak).
- Data path : 9-bit width at 500 MHz
- Potential Memory Bandwidth : 562.5 MB/s.
- RAM latency about 640ns.
- Sound :
- 16-bit Stereo. ADPCM-support. Some games used MP3 audio (software-driven).
- Channels: 100 PCM (max, 16-24 avg.). Each channel consumes about 1% CPU time.
- Sampling: 48.0 kHz (max, 44.1 kHz is CD quality)
- Media : cartridges from 32Mb (4MB) to 512Mb (64MB).
- Dimensions :
- Length : 260mm
- Width (depth) : 190mm
- Height : 73mm
- Weight : 1.1 kg
- Controller connectors : 4
- Controller : 1 analog stick, 2 lateral triggers, 1 digital cross, 6 action buttons, 1 start button, and 1 digital trigger.