64-bit RISC "Reality Immersion" graphics co-processor running at 62.5 Mhz (100+ MFLOPS) with onboard rendering processor to handle textures, anti-aliasing, z-buffering.
Geometry engine provides support for hardware based shading, z-buffering, perspective correct texture mapping, tri-linear mip-mapping, anti-aliasing, 256-level alpha channel, LOD Management. Sprite effects include rotation, scaling, anti-aliasing, 256-level alpha channel effects.
Overall the Nintendo 64 is capable of rendering about 160,000 polygons with all hardware features enabled.
Outputs:
256x224 pixel resolution (low-res); 640 x 480 pixel resolution (high-res) 32-bit RGBA pixel color frame buffer (21-bit color output
Memory:
4 MB RAM (128K memory data path); Rambus DRAM memory subsystem allows theoretical transfers up to 563 MB/second
Sound:
CD quality 16-bit stereo sound at 44.1 Khz maximum
100 PCM channels
Planned Peripherials:
64MB read/writeable disk drive tentatively called the 64DD or "Bulky" Drive. The drive will use disks similar to Iomega's ZIP disks (the drive will be manufactured by ALPS), and will come with a 2MB RAM expansion pack. The drive offers 150 ms seek time and a maximum 1MB/sec data transfer rate. 44MB of each disk will be read-only, with 20MB writable by the disk drive. The Nintendo 64's decompression hardware will work with data from the 64DD.