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Re:Sony reveals PlayStation 5 details by monocasa on Tuesday April 16, 2019 @03:24PM (#19676510)
The N64 is also mainly hampered by it's texture memory. You only have 4KB total to play with for a texture (it's manually managed memory, not a cache) and with mipmaping, that's effectively 2KB. That's one 32x32 picture at 16bit color.

Additionally, developers didn't have a great handle on how the more modern memory hierarchy (read high DRAM latency) affected things yet so a lot of techniques they used sort of fought against the architecture and led to low resolutions, and they used heavy blurring and antialiasing to compensate.

Re:Sony reveals PlayStation 5 details by klodolph on Tuesday April 16, 2019 @03:31PM (#19676564)
To add to this, this is why GoldenEye N64 has so many grayscale textures... they use less memory.
Re:Sony reveals PlayStation 5 details by silvermast on Tuesday April 16, 2019 @05:40PM (#19677579)
They took this to the next level with bad fur day. By combining simple textures with plain color filters they could create complex visuals without using more memory. Eg: All the liquids (there are a lot!) look and flow the same, but have different color filters applied to differentiate them. They managed to squeeze in a full voice track too!