If you check the other articles about the PlayStation [1] and the Nintendo 64 [2], you'll see that the design of a 3D-capable console in the 90s was a significant challenge for every company. Thus, each one proposed a different solution (with different pros and cons), yet all very interesting to analyse and compare. That's the reason this article was written.[1] https://www.copetti.org/writings/consoles/playstation/
[2] https://www.copetti.org/writings/consoles/nintendo-64/
m45t3r|1 year ago
While this is true, I still think that the PlayStation had the most interesting and forwarding looking design of its generation, especially considering the constraints. The design is significantly cheaper than both Saturn and Nintendo 64, it was fully 3D (compared to Saturn for example), using CD as media was spot-on and also having the MJPEG decoder (that allowed PlayStation to have not only significantly higher video quality than its rivals, but also allowed video to be used for backgrounds for much better quality graphics, see for example Resident Evil or Final Fantasy series).
I really wanted to see a design inspired in the first PlayStation with more memory (since the low memory compared to its rivals was an issue it seemed, especially in e.g.: 2D fighting games where the amount of animations had to be cut a lot compared to Saturn) and maybe some more hardware accelators to help fix some of the issues that plagued the platform.
ehaliewicz2|1 year ago
The N64 is really far beyond the other two in terms of being "fully 3D", with it's fully perspective correct z buffering and texture mapping, let alone mipmapping with bilinear blending and subpixel correct rasterization.
Grazester|1 year ago
JohnBooty|1 year ago
The Model 2 arcade hardware cost over $15,000 when new in 1993. Look at those Model 1 and Model 2, that's some serious silicon. Multiple layers of PCB stacked with chips. The texture mapping chips were from partnerships with Lockheed Martin and GE. There was no home market for 3D accelerators yet; the only companies doing it were folks creating graphics chips for military training use and high end CAD work.
https://sega.fandom.com/wiki/Sega_Model_2
https://segaretro.org/Sega_Model_1
Contrast that with the Saturn. Instead of a $15,000 price target they had to design something that they could sell for $399 and wouldn't consume a kilowatt of power.
Although, in the end, I think the main hurdle was a failure to predict the 3D revolution that Playstation ushered in.
VyseofArcadia|1 year ago
Nintendo managed largely not-janky graphics with the N64, but it did come out 2-3 years after the Saturn and Playstation.
ac2u|1 year ago
nolok|1 year ago
flipacholas|1 year ago
By the way, I'm always open to criticism ! (https://github.com/flipacholas/Architecture-of-consoles/issu...)
christkv|1 year ago
mrguyorama|1 year ago
The RDP could rasterize hundreds of thousands of triangles a second but as soon as you put any texture or shading on them, the memory accesses slowed you right down. UMA plus high latency memory was the wrong move.
In fact, in many situations you can "de-optimize" the rendering to draw and redraw more, as long as it uses less memory bandwidth, and end up with a higher FPS in your game.
rightbyte|1 year ago
I think you can play Rogue Squadron with and without if you want to compare.
Or do youe mean some lower cache level?