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How Is The Cosmetics Industry Being Affected By "Beauty Tech"

The cosmetics industry is experiencing a profound transformation due to the integration of "beauty tech," a convergence of technology and beauty that is reshaping how products are developed, marketed, and experienced by consumers. This synergy has revolutionized various aspects of the cosmetics industry, influencing innovation, consumer engagement, and business strategies. 1. Product Innovation and Personalization a. Advanced Formulations and Ingredients: Beauty tech has accelerated product innovation by leveraging technological advancements in materials science and research. Companies are using AI algorithms to analyze vast amounts of data, enabling the development of advanced formulations tailored to address specific skincare concerns. This data-driven approach facilitates the creation of more effective and targeted skincare solutions by identifying optimal ingredient combinations for different skin types and concerns. b. Personalized Beauty Solutions: The integr...

LET'S DISCOVER THE HARDWARE OF THE NINTENDO 64, THE HISTORIC CONSOLE OF THE GREAT N

Following the enormous success of the NES and SNES, Nintendo had now confirmed itself as one of the biggest players in the videogame market. To further consolidate this position in 1993 he decided to start the development of what would be the successor of the Super Nintendo, a console that had enjoyed enormous success managing to sell about 50 million copies. On August 23, 1993 James H. Clark, the then president of SGI (Silicon Graphics, Inc.) at a press conference announced the partnership with Nintendo, stating that Project Reality, the code name chosen for the new console, would have the power of hundreds of PCs for just $ 250 .

Obviously such a booming statement had strong repercussions, both in direct competitors and in the hearts of fans around the world who craved the new Nintendo console. 1993 was an incredible year for SGI, in fact so many of the best workstations that were used in the cinema industry used SGI hardware, and hugely successful films like Terminator II and Jurassic Park had shown the enormous possibilities of 3D graphics.

A winding road

With such a resounding premise, only a very small detail was missing: to create a console capable of supporting these enormous expectations. Nintendo wanted to go big and to succeed in this feat, they put together a "Dream Team" made up of developers and engineers from various companies, including SGI, Time Warner Interactive, Rare and many others. But the task was by no means easy and between defections, development proceeded very slowly. In May 1994 Nintendo made an important announcement: its new console would be called Nintendo Ultra 64 and would continue to use the old cartridge media instead of CDs, much cheaper and more capacious, this according to them to reduce the costs of the console. about $ 100.

At the Los Angele Convention Center during the first E3 in history in May 1995 , some prototypes of the console were shown that ran an alpha version of Killer Instinct, however the focus of Nintendo was its Virtual Boy, which would debut shortly thereafter. in Japan.

During that fair, the direct competitors of the fifth generation of consoles were also presented: Sega Saturn and Sony Playstation (In this article we analyze their hardware and history) . In November 1995 during its annual show Nintendo showed the prototypes of two other games: Zelda 64 (which would later become Ocarina of time) and Mario 64, the new pad with the typical three-pronged design was also shown for the first time. and center analog stick and a new name change was also announced. The new console would be called Nintendo 64. After many postponements and after a long and troubled gestation, the Nintendo 64 made its debut in Japan on June 23, 1996 and only arrived on our shelves on March 1, 1997.

A complex hardware

The processor chosen for the Nintendo 64 was a 64-bit 350nm NEC VR4300, derived directly from Silicon Graphics' MIPS R4300i, but capable of operating in two 32- and 64-bit modes. The VR4300 used a 5-stage pipeline, which allowed the CPU to queue up to 5 consecutive operations in order to almost completely limit downtime. Like many other CPUs mounted on consoles of the time, the N64 one could only perform operations in a given order, moreover it used a 24-bit Direct Mapped cache (16kb for instructions and 8kb for data) and communicated with the memory via a 32-bit bus. Despite the extraordinary capabilities of the Nintendo 64 CPU, it is certainly the most powerful of its generation, most developers preferred to use the 32-bit mode, more than enough to generate 3D images, less expensive in terms of the very limited storage space and significantly faster than the 64-bit mode.

The CPU did not have direct access to the system memory but had to do so through the graphics unit which therefore also acted as a DMA (Direct Memory Access) controller. Nintendo used a single processor for audio and video and unlike its competitors, the Nintendo 64 was a much more complex unit, this because it not only had to deal with the rasterization of the image but also accelerated the calculation of the geometries by lightening the load of the CPU. The Reality Coprocessor was a 64-bit and 62.5 MHz processor designed by Silicon Graphics and inside it housed two distinct units that communicated with each other via a 128-bit bus: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP ).

The RSP was responsible for providing the CPU with access to RAM, managing the audio component and starting an initial processing of the image through a vector unit, it also managed perspective, clipping (the clipping of textures in order to use a single portion) and lighting. The signal generated in this first phase then passed to the Reality Display Processor to be further transformed. The RDP was in charge of rasterizing the vectors, mapping the textures on the polygons and mixing the colors, so as to generate a complete frame.

The frame was then sent to the video encoder so that it could be reproduced on the screen at a theoretical maximum resolution of 640x480 at 24 bit (16.8 million colors), however very few developers used such high resolutions, in this way they could free up resources for more geometries. complex or effects.

The enormous complexity of this work pipeline, which involved various steps between one component and another of the system and introduced a certain delay at each step, created many headaches for the developers , forcing them to find technical tricks to obtain the desired results.

Nintendo 64 had 4.5 megabytes of RDRAM memory that was used with UMA architecture (Uniform Memory Access: in this type of configuration the components do not have their own memory to work on but they all share the same RAM), 4MB were usable by the system while the remaining 0.5 was for the exclusive use of the video card and was used to manage Z-buffer and antialiasing.

It was also possible to use an expansion pack sold separately and installed in a specific slot on the console to increase the RAM up to 8MB, this configuration was essential to launch some titles such as Donkey Kong 64 and The Legend of Zelda: Majora's Mask.

As per Nintendo tradition, the controller chosen for Nintendo 64 also introduced interesting innovations including the presence of an analog stick, essential for moving easily in 3D environments, and a trigger on the back. On the pad there was also an input to use a whole series of accessories, including memory cards, rumble packs and many others. Also from the points of view of design Nintendo gave a strong personality to the controller of its new console, in fact the N64 pad had a peculiar three-pointed or M design, certainly very fascinating but with an ergonomics that is not exactly functional. There were four controller inputs on the console.

One of the most harshly criticized aspects of the Nintendo 64 was certainly the choice of supports. The games were in fact stored on cartridges with variable capacity that could range from a minimum of 4MB to a maximum of 64MB, this choice, as previously mentioned justified by the desire to contain the console's sales costs, created a whole series of problems that have helped to alienate many developers from the Nintendo console. The cartridges, in fact, had a much higher basic cost than cheap CD-Roms, a support that had been established for years in the PC field and that was used by both Sony and Sega in the consoles of that generation. This caused an increase in the cost of the games,

A success between ups and downs

In its six years of marketing, the Nintendo 64 has sold 32.93 million units, and in the face of some questionable technical choice, one above all the choice of cartridges as a storage medium, has been able to give us priceless pearls such as The Legend of Zelda: Ocarina of Time, Super Mario 64, Mario Kart 64, Super Smash Bros and many others, in short, as the players of the time loved to say: quality and not quantity. Suffice it to say that "only" 393 titles were released for N64, some of which were exclusive to the Japanese market, a number significantly lower than the over 1100 available on Playstation, which has now established itself as its direct competitor.

Due to the expensive royalties that Nintendo demanded to publish on its console, the difficult development caused by particularly complex hardware and the problem of media that entailed enormous creative limitations and economic losses, many developers who have always been linked to Nintendo platforms decided to switch to the competition. , going to polarize sales.

Despite some problems Nintendo 64, thanks to the support of fans, to a library that has hosted some of the titles still considered milestones and the ability to innovate and revolutionize 3D gaming, still deserves a special place in the Olympus of consoles.

 

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