Originally Posted by
kool kitty89
That's from a software PoV, not hardware. From a hardware perspective, the N64 obviously worked well for 3D, but (like most 3D systems) also worked fine for 2D . . . and more so, the super flexible design (with a good amount of general purpose resource with the RSP rather than a fixed-function GPU like the PSX) was actually closer to the Jaguar's balance in some respects -or even more like the PS2 in some respects -with the RSP somewhat comparable to the PS2's VUs and both relying high-speed narrow width RDRAM. (aside from 2D, that made for massive potential in flexibility for 3D and pseudo 3D if programmed for such -of course, the RSP microcoding tools were notoriously terrible and very few devlopers used custom microcode -RARE, Nintendo, and Factor 5 are among those- . . . but it cerainly would have been interesting to see what other sorts of 3D it could have pulled off or pseudo 3D -ray casting and voxel stuff- or hybrid engines -polygon/sprite/ray-casting/voxel, like Outcast on PC; let alone plain 2D performance -though the latter should have been fairly capable with the standard "turbo 3D" microcode)
If anything, the PSX was more 3D-specific than the N64, though it was quite capable of 2D as well. The GPU was primarily designed for 3D drawing, but -by definition- 3D is rendered with 2D operations, so you've already got a lot of 2D drawing resource (though far more silicon dedicated to 3D performance than a 2D-optimized system would). To help with that more, the PSX has a specific "sprite" drawing mode that makes the GPU behave more like a 2D blitter: in that mode, the GPU renders flat rectangles that can be scaled/stretched vertically and horizontally, but not rotated or skewed. (aside from plain 2D games, that's also useful for scaled sprites in 3D games since it takes less bandwidth than doing full 3D textures)
AFIK, the standard microcodes for the N64 had no such "sprite" support (for faster rendering of simple 2D/scaled textures), though you did still have the potentially massive bandwidth advantage of the N64's 500 MB/s RAM. "Fast 3D" was hindered for fast drawing by excessive use of high precision operations and many 3D effects, but Turbo 3D is a different matter. From what I understand, Turbo 3D focused on relatively PSX-like 3D drawing (simple affine texture rendering, no perspective correction or filtering, no AA, etc) and could do such 3D rendering several times faster than the PSX itself . . . so, while there would still be some added overhead than truly optimized 2D drawing support (ie a 2D-oriented microcode), it already should have been able to outstrip the PSX for 3D and 2D using "turbo 3D" due to it being so much faster. (a rough comparison for turbo 3D gives the N64 a 3x speed advantage over the PSX)