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Features not included with the current release as of the posted date are in gray.
N64:
Then N64 is a relative simple system compared to other consoles. It contains a CPU (MIPS III/64-bit, FPU), a DSP (sub MIPS I/32-bit, custom Vector Unit), Rasterizer and A system controller (DMAC, Video Encoder, Audio DAC). It does have not a sound chip of any kind. All sounds are handled by software. Most games run at 320x240 and the video encoder upscales it to 640x240, much like modern systems which have 1080p/720p on the game box but the actual games renders at a much lower resolution and then upscaled to 1080/720. Even though the active scan is 640, the actual visible area is about 10% smaller.

Most features are implemented. Major features still lacking are CPU cache, Rasterizer coverage calculation, anti-aliasing and Color Encoder filters. There are still quite a bit of quirks of the Rasterizer that need to be corrected, z buffer, color combiner, blender issues. Coverage and anti-aliasing are CPU intensive but they should remove any tears or lines in the images below, as well as smooth out the edges. The Color Encoder Filter should further smooth out the image by removing any disproportionately large pixels. The CPU still has some TLB issues that needs to be resolved. The emulators' current status is on par with Saturn and slightly behind Playstation.

Very few N64 games use FMVs, most likely due to the limited cartridge space. Unlike the Playstation (and Saturn with the MPEG card), the N64 has no video decoding hardware and all movies are played by software. Quality and frame rate are quite poor due to the extreme compression.

Similar to the Playstation, the N64 does not have dedicated 2D hardware. Although the 2D rectangle capability of the Rasterizer for sprites is superior to both the Playstation's GPU and Saturn's VDP1, it has a handicap of having a very small texture RAM, only 4KB. If CLUT is used, then the available texture space is halved to only 2KB. Many 2D sprites would have to be rendered by multiple operations, while on the Playstation and Saturn, it would only require one operation.


The N64 is more known for it's 3D capabilities. It has many features not available to the Playstation and Saturn, much more similar to a modern GPU. Features such as bilinear filtering, coverage anti-aliasing, z buffering, perspective correction, etc... The Rasterizer do not calculate it's own interpolants, these are calculated by the DSP or CPU. Hence it can rasterize not only triangles but concave quads, pentagons even hexagons. However it's 3D capabilities are still affected by the limited texture RAM mentioned above.

Very few games use high-res mode, Most of the ones that do use interlace typically use it for menus and splash screens. Some games do use interlace in game and like all other systems, when interlace are used during motion the artifacts "mouse teeth" appear.

Playstation:

The Playstation emulator is mostly complete. Most of the important components have been implemented. It's still lacking some of the sound processor effects as well as a few CPU features. Lack of cache and load delays are causing problems in a some games.


Saturn:

The Saturn emulator is one step behind the Playstation emulator. Most features have been implemented. It also lacks the sound processor effects and CPU cache, as well as some of the more obscure features. Features such as gradation, line screens, end code, pre-clipping ... The are also some more serious issue than that of the Playstation emulator which have not yet been resolved.


Playstation & Saturn Comparisons:

Some comparison between the Saturn (Left) and Playstation (Right)

The Playstation has better textures and shading for the 3D objects. the 2D backgrounds seems to be the same.

Apparently the Saturn version has some special effects that are lacking on the Playstation version. However these 2 images are very close. The Saturn version seems to be suffering more from interlacing effects. However, the Saturn version could also rotate the display 90 degrees and run without interlacing (not pictured).

Early 2D games look very similar on both system but later 2D releases really showed how off the Saturn's 2D powers. The Playstation version run as at a slightly higher resolution, 366 vs 342. Like many other consoles, the entire active scan area are not always visible. The Saturn actually generates a image of 352 and the Playstation could generate variable width images using the 366 (2560/7) pixel clock. Also note that there is is a black line on the side of the Playstation version and the image is not centered. The software could manipulate video timings and in this case it put the image slightly to the left.

Again the textures look smoother on the Playstation version. The Saturn version however have more stuff on the screen and is at a higher resolution. The rotating background (the ring) looks quite nice in motion. The Playstation version just have a series of simple tiles.

Click here for old status updates ('04-'08).