Retro Console Hardware Comparison: A Technical Deep Dive
Introduction
Understanding the hardware capabilities of classic gaming consoles provides valuable insight for both homebrew developers and retro gaming enthusiasts. Each console generation brought significant improvements in processing power, graphics capabilities, and audio quality, while working within tight memory constraints and power budgets.
This guide provides detailed technical comparisons across multiple console generations, from the 8-bit Game Boy to modern hybrid systems like the Nintendo Switch. Whether you're developing homebrew games or simply curious about the technical evolution of gaming hardware, these tables offer a reference.
CPU and Memory Architecture
The processors and memory configurations of gaming consoles reveal much about their capabilities and limitations. Early consoles operated with kilobytes of RAM, while modern systems have gigabytes at their disposal.
Processor Specifications
| Console | CPU | Clock Speed |
|---|---|---|
| Game Boy | Custom Sharp LR35902 | 4.19 MHz |
| Game Boy Color | Custom Sharp Z80 | 8 MHz |
| NES | Ricoh 2A03 (MOS 6502) | 1.79 MHz (NTSC) / 1.66 MHz (PAL) |
| SNES | Ricoh 5A22 (65C816-based) | 3.58 MHz (max) |
| PC Engine | HuC6280 (MOS 6502-based) | 7.16 MHz |
| Neo Geo | Motorola 68000 + Zilog Z80 | 12 MHz + 4 MHz |
| Game Boy Adv. | ARM7TDMI | 16.78 MHz |
| Nintendo DS | ARM946E-S + ARM7 | 67 MHz + 33 MHz |
| Nintendo 3DS | Dual-Core ARM11 MPCore | 268 MHz |
| Wii | IBM PowerPC "Broadway" | 729 MHz |
| PSP | MIPS R4000-based CPU | 333 MHz |
| Switch | NVIDIA Tegra X1 (ARM Cortex-A57) | 1.02 GHz |
Memory Configurations
| Console | RAM |
|---|---|
| Game Boy | 8 KB |
| Game Boy Color | 32 KB + 16 KB VRAM |
| NES | 2 KB + 2 KB VRAM |
| SNES | 128 KB + 64 KB VRAM |
| PC Engine | 8 KB + 64 KB VRAM |
| Neo Geo | 64 KB + 68 KB VRAM |
| Game Boy Adv. | 256 KB + 96 KB VRAM |
| Nintendo DS | 4 MB + 656 KB VRAM |
| Nintendo 3DS | 128 MB + 6 MB VRAM |
| Wii | 88 MB (24 MB + 64 MB GDDR3) |
| PSP | 32 MB (PSP-1000) / 64 MB (PSP-2000+) |
| Switch | 4 GB LPDDR4 |
Key Observations:
The evolution from kilobytes to gigabytes of RAM represents a million-fold increase in memory capacity. The NES operated with just 2 KB of main RAM, requiring extremely efficient programming. Modern consoles like the Switch have 4 GB, enabling complex 3D worlds and high-resolution textures.
2D Graphics Capabilities
Early gaming consoles were built around dedicated 2D graphics hardware with hardware sprites and tile-based rendering systems.
Color Depth and Palette
| Console | Graphics Processor | Displayable Colors |
|---|---|---|
| Game Boy | Custom Sharp LR35902 | 4 shades of gray |
| Game Boy Color | Custom Sharp Z80 | 32,768, 56 max |
| NES | PPU (2C02 or 2C03) | 52, 25 max |
| SNES | S-PPU | 32,768, 256 max |
| PC Engine | HuC6270A VDC | 512, 482 max |
| Neo Geo | Custom LSPC2-A2 | 65,536, 4,096 max |
| Game Boy Adv. | Custom 2D Core | 32,768, 512 max |
| Nintendo DS | 2D/3D Graphics Engine | 32,768, 4,096 max |
| Nintendo 3DS | PICA200 GPU | 16.8 million |
| Wii | ATI Hollywood GPU | 16.8 million |
| PSP | Sony CXD2962GG + Media | 16.8 million |
| Switch | NVIDIA Tegra X1 | 16.8 million |
Sprite Capabilities
| Console | Sprite Size | Max Sprites on Screen |
|---|---|---|
| Game Boy | 8x8 or 8x16 px | 40 sprites, max 10 per line |
| Game Boy Color | 8x8 or 8x16 px | 40 sprites, max 10 per line |
| NES | 8x8 or 8x16 px | 64 sprites, max 8 per line |
| SNES | Up to 64x64 px | 128 sprites, max 32 per line |
| PC Engine | 16x16 px | 64 sprites, max 16 per line |
| Neo Geo | Up to 16x512 px | 380 sprites, no strict limit |
| Game Boy Adv. | Up to 64x64 px | 128 sprites, max 32 per line |
| Nintendo DS | Up to 64x64 px | 128 sprites, max 32 per line |
| Nintendo 3DS | Variable | Sprite handling via 3D engine |
| Wii | Variable | Sprite handling via 3D engine |
| PSP | Variable | Sprite handling via 3D engine |
| Switch | Variable | Sprite handling via 3D engine |
Key Observations:
Sprite-per-line limits were a critical constraint for 8-bit and 16-bit consoles. Developers had to carefully manage sprite placement to avoid flickering. The Neo Geo's massive sprite sizes (up to 16x512 pixels) and high sprite count made it exceptional for arcade-style action games.
Video Output Specifications
Display resolution, refresh rate, and aspect ratio define the visual output characteristics of each console.
Display Characteristics
| Console | Resolution | Refresh Rate | Aspect Ratio |
|---|---|---|---|
| Game Boy | 160x144 | 59.7 Hz | 10:9 |
| Game Boy Color | 160x144 | 59.7 Hz | 10:9 |
| NES | 256x240 | 60 Hz (NTSC) 50 Hz (PAL) | 4:3 |
| SNES | 256x224 512x448i | 60 Hz (NTSC) 50 Hz (PAL) | 4:3 |
| PC Engine | 256x224 | 59.94 Hz | 4:3 |
| Neo Geo | 320x224 | 59.18 Hz | 4:3 |
| Game Boy Adv. | 240x160 | 59.7 Hz | 3:2 |
| Nintendo DS | 256x192 (per screen) | 59.8 Hz | 4:3 |
| Nintendo 3DS | 400x240 (top) 320x240 (bottom) | 60 Hz | 5:3 (top) 4:3 (bottom) |
| Wii | 640x480 | 60 Hz | 4:3 or 16:9 |
| PSP | 480x272 | 60 Hz | 16:9 |
| Switch | 1280x720 (Handheld) 1920x1080 (Docked) | 60 Hz | 16:9 |
Key Observations:
Resolution evolved from the Game Boy's 160x144 to Full HD (1920x1080) on the Switch when docked. Most classic consoles targeted NTSC's 60 Hz or PAL's 50 Hz refresh rates. The shift from 4:3 to 16:9 aspect ratios occurred around the PSP/Wii generation.
Audio Capabilities
Audio capabilities progressed from simple tone generators to full PCM sample playback and streaming capabilities.
Sound Architecture
| Console | Sound Channels | Sample Rate |
|---|---|---|
| Game Boy | 4 (2 square, 1 wave, 1 noise) | ~8 kHz |
| Game Boy Color | 4 (same as GB) | ~8 kHz |
| NES | 5 (2 pulse, 1 triangle, 1 noise, 1 DPCM) | ~21.3 kHz (NTSC) ~17.3 kHz (PAL) |
| SNES | 8 PCM | 32 kHz |
| PC Engine | 6 PCM | ~7.16 kHz to ~20 kHz |
| Neo Geo | 4 FM, 3 PSG, ADPCM-A, ADPCM-B | ~15.7 kHz (ADPCM-A) ~18.5 kHz (ADPCM-B) |
| Game Boy Adv. | 6 (2 direct PCM + 4 PSG) | 32 kHz |
| Nintendo DS | 16 PCM | 32 kHz |
| Nintendo 3DS | 24 PCM | 32 kHz |
| Wii | 64 PCM | 48 kHz |
| PSP | 32 PCM | 44.1 kHz |
| Switch | 32 PCM | 48 kHz |
Audio Output
| Console | Audio Processor | Audio Output |
|---|---|---|
| Game Boy | Custom Sharp LR35902 | Mono |
| Game Boy Color | Custom Sharp Z80 | Mono |
| NES | Ricoh 2A03 (NTSC) / Ricoh 2A07 (PAL) | Mono |
| SNES | Sony SPC700 + DSP | Stereo |
| PC Engine | HuC6280 PSG | Mono |
| Neo Geo | Yamaha YM2610 | Stereo |
| Game Boy Adv. | Custom 2D Core | Stereo |
| Nintendo DS | 2D/3D Graphics Engine | Stereo |
| Nintendo 3DS | PICA200 GPU | Stereo |
| Wii | ATI Hollywood GPU | Stereo / DPL II |
| PSP | Sony CXD2962GG + Media | Stereo |
| Switch | NVIDIA Tegra X1 | Stereo / DPL IIx |
Key Observations:
The SNES was revolutionary with its 8-channel PCM audio at 32 kHz, enabling CD-quality sound. The transition from mono to stereo output occurred in the 16-bit generation. Modern consoles support Dolby Pro Logic surround sound encoding.
Special Graphics Features
Beyond basic sprite and tile rendering, many consoles included special graphics modes that enabled advanced visual effects.
Hardware Effects by Console
Game Boy / Game Boy Color:
- No special graphics modes beyond basic tile and sprite rendering
NES:
- Attribute Tables (Limited Tile Coloring)
- CHR-ROM for Tile-Based Graphics
SNES:
- Mode 7: Affine transformations for scaling and rotation, enabling pseudo-3D effects (used in games like F-Zero and Super Mario Kart)
- Windowing Effects: Variable transparency regions
- HDMA (Horizontal Direct Memory Access): Per-scanline effects
- Color Math: Hardware addition/subtraction for transparency and lighting effects
PC Engine:
- No special graphics modes beyond standard tile/sprite capabilities
Neo Geo:
- Hardware Scaling for sprites
- Line Scroll: Independent line offsets for parallax effects
- Raster Effects: Per-scanline modifications
Game Boy Advance:
- Affine Transformation: Mode 7-like scaling and rotation
- Mosaic Effect: Hardware pixelation for special effects
- Alpha Blending: Multi-layer transparency
- Object Priority: Hardware Z-ordering for sprites and backgrounds
Nintendo DS:
- 3D Rendering: Hardware-accelerated 3D graphics engine
- Extended Affine Transformations: Advanced 2D rotation and scaling
- Fog Effects: Depth-based atmospheric effects
- Multiple Background Layers: Up to 4 background layers with independent scrolling
Nintendo 3DS:
- Stereoscopic 3D: Glasses-free autostereoscopic 3D display
- Advanced Shader Support: Programmable vertex and fragment shaders
- GPU-Accelerated Rendering: PICA200 graphics processor
Wii:
- GPU Effects: Programmable shaders, bloom, motion blur
- Texture Mapping: Advanced texture filtering and mipmapping
- Bump Mapping: Per-pixel lighting simulation
- Hardware Anti-Aliasing: Multi-sample anti-aliasing (MSAA)
PSP:
- Hardware Transform & Lighting (T&L): Vertex processing on GPU
- Texture Compression: Efficient VRAM usage
- Advanced Alpha Blending: Complex transparency effects
Switch:
- Advanced Shaders: Physically-Based Rendering (PBR)
- Hardware-Accelerated Global Illumination: Realistic lighting
- HDR (High Dynamic Range): Expanded color and brightness range
- Post-Processing Effects: Depth of field, screen-space ambient occlusion (SSAO), temporal anti-aliasing
Key Observations:
The SNES Mode 7 was revolutionary for its time, enabling pseudo-3D effects with 2D hardware. The transition from fixed-function 2D hardware to programmable 3D GPUs occurred around the Nintendo DS/PSP generation. Modern consoles like the Switch support physically-based rendering and advanced post-processing effects comparable to modern gaming PCs.
Conclusion
The evolution of gaming console hardware represents one of the most dramatic technological progressions in computing history. From the humble Game Boy's 4.19 MHz processor and 8 KB of RAM to the Switch's 1+ GHz quad-core CPU and 4 GB of RAM, each generation brought order-of- magnitude improvements in capabilities.
Understanding these hardware specifications is essential for homebrew developers targeting specific platforms. The constraints of each system - limited sprite counts, scanline restrictions, memory budgets - defined the creative solutions developers employed to create memorable gaming experiences.
Whether you're developing a Game Boy game with 40 sprites and 4 colors, or a Switch title with millions of polygons and advanced shaders, these specifications provide the foundation for understanding what's possible on each platform.
For developers, these tables serve as quick references when planning projects. For enthusiasts, they illuminate why certain games looked and played the way they did. The ingenuity of developers working within these constraints produced some of gaming's most iconic titles.