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RDRAM
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=== Video game consoles === [[File:RDRAM18-NUS 01.jpg|thumb|RDRAM18-NUS on Nintendo 64]] Rambus's RDRAM saw use in two video game consoles, beginning in 1996 with the [[Nintendo 64]]. The Nintendo console used 4 [[Megabyte|MB]] RDRAM running with a 500 MHz clock on a 9-bit bus, providing 500 MB/s bandwidth. RDRAM allowed N64 to be equipped with a large amount of memory bandwidth while maintaining a lower cost due to design simplicity. RDRAM's narrow bus allowed circuit board designers to use simpler design techniques to minimize cost. The memory, however, was disliked for its high random-access latencies. In the N64, the RDRAM modules are cooled by a passive heatspreader assembly.<ref>{{cite web |url=http://n64.icequake.net/ |title=Nintendo 64 Tech |website=n64.icequake.net |access-date=12 January 2022 |archive-url=https://web.archive.org/web/20090430131325/http://n64.icequake.net/ |archive-date=30 April 2009 |url-status=dead}}</ref> Nintendo also included a provision for upgrading the system memory with the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] accessory, allowing certain games to be enhanced with either enhanced graphics, higher resolution or increased framerate. A Jumper Pak dummy unit is included with the console due to the aforementioned design quirks of RDRAM. [[File:Sony-PlayStation2-SCPH-70001-Motherboard-Top (cropped) 2x Samsung K4R271669F.jpg|thumb|2Γ 16 MB RDRAM from [[Samsung]] on the Playstation 2]] The Sony [[PlayStation 2]] was equipped with 32 MB of RDRAM and implemented a dual-channel configuration resulting in 3200 MB/s available bandwidth.
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