N64
A 64-bit home video game console released by Nintendo in 1996, using a MIPS R4300i CPU and an SGI RCP coprocessor and noted for its 3D graphics capabilities.
Timeline (last 90 days)
The data volume of pre-baked vertex animation grows exponentially with the number of deformation dimensions, and the permutations and combinations would quickly exhaust the N64 cartridge and memory.
Procedural deformation stores only one base mesh and a small number of control parameters, and at runtime the displacement of each vertex is computed in real time by the CPU or RSP.
The N64 uses a MIPS R4300i CPU (about 93.75MHz) plus an SGI-designed RCP coprocessor, the latter divided into the RSP, responsible for geometry transformation, and the RDP, responsible for pixel filling.
The N64 console has only 4MB of RDRAM (expandable to 8MB via the Expansion Pak), cartridges commonly hold 8MB to 32MB, and the texture cache is only 4KB.
Back then, Nintendo's first-party teams widely adopted a "trade computation for storage" strategy, including procedurally generating geometry, procedurally generating textures, and trimming polygon counts.
The Legend of Zelda: Ocarina of Time was originally released on the N64 platform in 1998.
All Facts (6)
The data volume of pre-baked vertex animation grows exponentially with the number of deformation dimensions, and the permutations and combinations would quickly exhaust the N64 cartridge and memory.
50%UnverifiedProcedural deformation stores only one base mesh and a small number of control parameters, and at runtime the displacement of each vertex is computed in real time by the CPU or RSP.
50%UnverifiedThe N64 uses a MIPS R4300i CPU (about 93.75MHz) plus an SGI-designed RCP coprocessor, the latter divided into the RSP, responsible for geometry transformation, and the RDP, responsible for pixel filling.
50%UnverifiedThe N64 console has only 4MB of RDRAM (expandable to 8MB via the Expansion Pak), cartridges commonly hold 8MB to 32MB, and the texture cache is only 4KB.
50%UnverifiedBack then, Nintendo's first-party teams widely adopted a "trade computation for storage" strategy, including procedurally generating geometry, procedurally generating textures, and trimming polygon counts.
50%UnverifiedThe Legend of Zelda: Ocarina of Time was originally released on the N64 platform in 1998.
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