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! Mass !! Dimensions !! Display !! [[display resolution|Resolution]] !! CPU !! RAM !! Input !! Voltage !! Battery !! Storage !! Wireless connectivity
 
! Mass !! Dimensions !! Display !! [[display resolution|Resolution]] !! CPU !! RAM !! Input !! Voltage !! Battery !! Storage !! Wireless connectivity
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| {{convert|275|g|oz|abbr=on}}
 
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|| 256 × 192 [[pixel]]s
 
|| 256 × 192 [[pixel]]s
 
|| Two [[ARM architecture|ARM]] processors:
 
|| Two [[ARM architecture|ARM]] processors:
* 32 bit [[ARM9|ARM946E-S]] main CPU; 67 MHz clock speed. Processes gameplay mechanisms and video rendering
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* 32 bit [[ARM9|ARM946E-S]] main CPU; 67&nbsp;MHz clock speed. Processes gameplay mechanisms and video rendering<ref>{{cite book|last1=Furber|first1=Steve|title=ARM System-on-Chip Architecture|isbn=0-201-67519-6|page=344}}</ref>
 
* 32 bit [[ARM7]]TDMI coprocessor; 33&nbsp;MHz clock speed. Processes sound output, Wi-Fi support and takes on second-processor duties in Game Boy Advance mode
 
* 32 bit [[ARM7]]TDMI coprocessor; 33&nbsp;MHz clock speed. Processes sound output, Wi-Fi support and takes on second-processor duties in Game Boy Advance mode
 
|| 4&nbsp;MB PSRAM (expandable via the Game Boy Advance slot, only officially used by the [[Nintendo DS Browser|Opera web browser]]).
 
|| 4&nbsp;MB PSRAM (expandable via the Game Boy Advance slot, only officially used by the [[Nintendo DS Browser|Opera web browser]]).
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|| Rechargeable 850 mAh [[lithium-ion battery]].
 
|| Rechargeable 850 mAh [[lithium-ion battery]].
 
|| 256&nbsp;kB of serial flash memory
 
|| 256&nbsp;kB of serial flash memory
|| Built-in [[IEEE 802.11|802.11]] Wireless Network Connection ([[Wired Equivalent Privacy|WEP]] encryption support only)
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|| Built-in [[IEEE 802.11|802.11]] Wireless Network Connection ([[Wired Equivalent Privacy|WEP]] encryption support only)<ref>{{cite web |url=https://www.nintendo.com/consumer/wfc/en_na/ds/routerInfo.jsp |title=Nintendo DS and Nintendo DS Lite&nbsp;– Wireless Router Information |publisher=Nintendo&nbsp;– Customer Service}}</ref>
 
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The system's [[3D computer graphics|3D]] hardware consist of Rendering Engine and Geometry Engine which perform [[transform, clipping, and lighting|transform and lighting]], Transparency Auto Sorting, Transparency Effects, Texture Matrix Effects,  2D Billboards, Texture Streaming, texture-coordinate transformation, perspective-correct [[texture mapping]], per-pixel Alpha Test, per-primitive [[alpha compositing|alpha blending]], texture blending, Gouraud Shading, [[cel-shaded animation|cel shading]], [[z-buffering]], W-Buffering, 1bit Stencil Buffer, per-vertex directional lighting and simulated point lighting, Depth Test, Stencil Test, Render to Texture,  Lightmapping, Environment Mapping, Shadow Volumes, Shadow Mapping, Distance Fog, Edge Marking, Fade-In/Fade-Out, Edge-AA. Sprite special effects: scrolling, scaling, rotation, stretching, shear.  However, it uses point ([[nearest-neighbor interpolation|nearest neighbor]]) [[texture filtering]], leading to some titles having a blocky appearance. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices, or 2048 triangles per frame. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly. The DS is generally more limited by its polygon budget than its pixel fill rate. There are also 512 kilobytes of texture memory, and the maximum texture size is 1024 × 1024 pixels.
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The system's [[3D computer graphics|3D]] hardware<ref name="problemkaputt.de" /><ref>{{cite web|url=http://twvideo01.ubm-us.net/o1/vault/gdc07/slides/S3727i1.pdf|format=PDF|title=Take Control|website=Twvideo01.ubm-us.net|accessdate=22 September 2018}}</ref> consist of Rendering Engine and Geometry Engine which perform [[transform, clipping, and lighting|transform and lighting]], Transparency Auto Sorting, Transparency Effects, Texture Matrix Effects,  2D Billboards, Texture Streaming, texture-coordinate transformation, perspective-correct [[texture mapping]], per-pixel Alpha Test, per-primitive [[alpha compositing|alpha blending]], texture blending, Gouraud Shading, [[cel-shaded animation|cel shading]], [[z-buffering]], W-Buffering, 1bit Stencil Buffer, per-vertex directional lighting and simulated point lighting, Depth Test, Stencil Test, Render to Texture,  Lightmapping, Environment Mapping, Shadow Volumes, Shadow Mapping, Distance Fog, Edge Marking, Fade-In/Fade-Out, Edge-AA. Sprite special effects: scrolling, scaling, rotation, stretching, shear.  However, it uses point ([[nearest-neighbor interpolation|nearest neighbor]]) [[texture filtering]], leading to some titles having a blocky appearance. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices, or 2048 triangles per frame. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly. The DS is generally more limited by its polygon budget than its pixel fill rate. There are also 512 kilobytes of texture memory, and the maximum texture size is 1024 × 1024 pixels.
  
The system has 656 kilobytes of video memory and two [[2D computer graphics|2D]] engines (one per screen). These are similar to (but more powerful than) the [[Game Boy Advance]]'s single 2D engine.
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The system has 656 kilobytes of video memory<ref>{{cite web | title=A guide to homebrew development for the Nintendo DS | url=http://osdl.sourceforge.net/main/documentation/misc/nintendo-DS/homebrew-guide/HomebrewForDS.html|accessdate=July 16, 2009}}</ref> and two [[2D computer graphics|2D]] engines (one per screen). These are similar to (but more powerful than) the [[Game Boy Advance]]'s single 2D engine.
  
The Nintendo DS has compatibility with [[Wi-Fi]] ([[IEEE 802.11 (legacy mode)]]). Wi-Fi is used for accessing the [[Nintendo Wi-Fi Connection]], compete with other users playing the same Wi-Fi compatible game, PictoChat or with a special cartridge and RAM extension, browse the internet.
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The Nintendo DS has compatibility with [[Wi-Fi]] ([[IEEE 802.11 (legacy mode)]]). Wi-Fi is used for accessing the [[Nintendo Wi-Fi Connection]], compete with other users playing the same Wi-Fi compatible game, PictoChat<ref>{{cite web|url=http://masscat.afraid.org/ninds/proto_info.php |archiveurl=https://web.archive.org/web/20090202194241/http://masscat.afraid.org/ninds/proto_info.php |archivedate=February 2, 2009 |title=Nintendo DS ni-fi protocol information |publisher=Web.archive.org |date=February 2, 2009 |accessdate=September 11, 2012}}</ref> or with a special cartridge and RAM extension, browse the internet.
  
Nintendo claims the battery lasts a maximum of 10 hours under ideal conditions on a full four-hour charge. Battery life is affected by multiple factors including speaker volume, use of one or both screens, use of wireless connectivity, and use of backlight, which can be turned on or off in selected games such as ''[[Super Mario 64 DS]]''. The battery is user-replaceable using only a Phillips-head screwdriver. After about 500 charges the battery life starts dropping.
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Nintendo claims the battery lasts a maximum of 10 hours under ideal conditions on a full four-hour charge. Battery life is affected by multiple factors including speaker volume, use of one or both screens, use of wireless connectivity, and use of backlight, which can be turned on or off in selected games such as ''[[Super Mario 64 DS]]''. The battery is user-replaceable using only a Phillips-head screwdriver. After about 500 charges the battery life starts dropping.<ref>{{cite web|url=https://www.nintendo.com/consumer/systems/ds/battery_faq.jsp|title=- Nintendo&nbsp;– Customer Service – Nintendo DS&nbsp;– Charging the Battery<!-- Bot generated title -->|website=nintendo.com}}</ref>
  
Users can close the Nintendo DS system to trigger its 'sleep' mode, which pauses the game being played and saves battery life by turning off the screens, speakers, and wireless communications; however, closing the system while playing a Game Boy Advance game will not put the Nintendo DS into sleep mode, and the game will continue to run normally. Certain DS games (such as ''[[Animal Crossing: Wild World]]'') also will not pause but the backlight, screens, and speakers will turn off. Additionally, when saving the game in certain games, the DS will not go into sleep mode. Some games, such as [[The Legend of Zelda: Phantom Hourglass]] even use the closing motion needed to enter sleep mode as an unorthodox way of solving puzzles.
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Users can close the Nintendo DS system to trigger its 'sleep' mode, which pauses the game being played and saves battery life by turning off the screens, speakers, and wireless communications; however, closing the system while playing a Game Boy Advance game will not put the Nintendo DS into sleep mode, and the game will continue to run normally. Certain DS games (such as ''[[Animal Crossing: Wild World]]'') also will not pause but the backlight, screens, and speakers will turn off. Additionally, when saving the game in certain games,<ref>[[Pokémon Diamond and Pearl|''Pokémon Diamond'' and ''Pearl'']], ''[[Zoo Tycoon DS]]'', ''[[SimCity DS]]'', ''[[Tiger Woods PGA Tour]]'', ''[[Digimon World Dawn]]'', ''[[Mega Man Battle Network 5]]'', or ''[[The Legendary Starfy]]''</ref> the DS will not go into sleep mode.<ref>{{cite web |url=http://www.consolewerks.co.uk/console%20info/nintendo-ds-information.html |title=Nintendo DS Fitting Guides, NDSL Repair Guides |publisher=Consolewerks.co.uk |date= |accessdate=September 11, 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20121109090226/http://www.consolewerks.co.uk/console%20info/nintendo-ds-information.html |archivedate=November 9, 2012 |df= }}</ref> Some games, such as [[The Legend of Zelda: Phantom Hourglass]] even use the closing motion needed to enter sleep mode as an unorthodox way of solving puzzles.
  
 
=== Accessories ===
 
=== Accessories ===

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