Is PCs 64 bit like the N64?

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Sage
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Is PCs 64 bit like the N64?

Post by Sage »

Because like, PC's are 32 bit right? Or something. And N64 is 64 bit, but the PC has WAY better games than the N64 (graphics wise) so what the ★■◆●?
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BAAL
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Post by BAAL »

Sage the N64 refers to 64 bit graphics...todays Video cards for the PC have far surpassed that.
Someone back me up on this but i think that todays cards are 128 bit and 256bit depending on models.

The 64bit doesnt refer to the mainboard and software, but rather just the video capabilities.
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fliptw
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Post by fliptw »

the N64 was powered by a 64-bit RISC proc.

more info
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Post by KompresZor »

From "how stuff works" link below
Nintendo GameCube

Processor:
  • "Gekko" IBM Power PC microprocessor
  • 485 MHz
    Cache:
  • level 1: 32 KB Instruction and 32 KB Data
  • level 2: 256 KB
  • 32-bit address, 64-bit data bus
  • Maximum bus transfer rate of 2.6 GB per second
  • 0.18 micron copper interconnects
Graphics:
  • "Flipper" ATI graphics chip
  • 162 MHz
  • 1 MB embedded texture cache
  • 3 MB Mosys 1T-SRAM (This static RAM uses a single transistor per cell, like DRAM.)
  • Approximately 12 million polygons per second
Audio:
  • Special 16-bit digital signal processor
  • 64 channels
  • 48-kHz sampling rate
RAM:
  • 40 MB (24 MB 1T-SRAM, 16 MB of 100-MHz DRAM)
One reason is the Cube is over 3 years old, compare it to a computer of that age and it's not so bad.
Here is a link to compare the big three :)
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Post by DCrazy »

Psst... we're talking about the N64, not the GameCube. ;) The N64 had a custom 64-bit RISC processor; the GameCube has an IBM-built 32-bit big-endian PowerPC.

Sage, you're thinking of the size of a video card's texture RAM, which is measured in megabytes. For example, a GeForce with 256 MB of RAM can load 256 MB worth of texture data to the card, where it can be accessed more quickly than if it were stored in the system's RAM. 64-bit processors are called that because they have 64-bit registers. The registers are the segments of memory the processor uses when processing instructions, and they have funny names like EBX and EDX. Your typical 32-bit computer has 32-bit registers, and thus integers (more accurately, addresses in memory) are represented with 32 bits. 1 byte = 8 bits, so the size of a memory pointer on these systems is 4 bytes (because 8 * 4 = 32). On 64-bit computers, the registers are made bigger, in fact double the size of a 32-bit register (duh). This means that the processor can work with larger numbers at the same time, and since integers and memory pointers are the same thing as far as the processor is concerned, the processor can natively handle larger numbers. The maximum number that a 32-bit unsigned integer can handle is 4,294,967,296 (2^32); a 64-bit processor can handle integers with a maximum unsigned value of 18,446,744,073,709,551,616 (2^64). In implementations such as Intel's and AMD's, the processor can still process 32-bit data and instructions, thus allowing 32-bit programs to function on a 64-bit processor.
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Post by KompresZor »

DCrazy wrote:Psst... we're talking about the N64, not the GameCube. ;)
lol...that will teach me to be teh skimmer :oops:
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kurupt
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Post by kurupt »

wow, ps2 sucks.
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Post by Sage »

Aha! Gud info!
And what resolution does the N64 run at?
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Post by Krom »

it would be roughtly 648x480 or 512x384
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Post by DCrazy »

kurupt wrote:wow, ps2 sucks.
It's also a year older than the Xbox or GameCube, but generally yes it's known for having questionable design decisions. Ask Solrazor, erm, Kyouryuu (sp?). :)

Krom, it's possible to change the resolution on the N64.
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Post by fliptw »

its either 256x224 or 640x480/768x576
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Post by DCrazy »

You sure? I thought the same thing at first but Googling has told me otherwise... apparently the N64 scales or chops for NTSC or PAL.
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