Original sentence: Although it allows more than 100,000 high accuracy polygons per second, this microcode is optimized more for accuracy than for speed, and performance may suffer as a result.As a result, it is very easy to make mistakes that are hard to track down, which could cause seemingly random bugs or glitches.By altering the microcode run on the device, a developer can command different operations, create new effects, and optimize for speed or quality; however, Nintendo was unwilling to share the microcode tools with developers until the end of the Nintendo 64's life-cycle.Featuring a non-unified memory architecture, the console's RDRAM has very high access latency, which is contrasted with its high bandwidth advantage.Programming RSP microcode is said to be quite difficult because Nintendo's official code tools are very basic, with no debugger and poor documentation.The R4300 CPU's ability to access RAM is constrained by its requirement to route all RAM accesses through the RCP, and by the fact that it can not use DMA to do so.The graphics and audio co-processor is programmable through microcode
Edited sentence: Although it allows more than ~100,000 high accuracy polygons per second, this microcode is optimized more for accuracy than for speed, and performance may suffer as a result.As a result, it was very easy to make mistakes that would be hard to track down, mistakes that could cause seemingly random bugs or glitches.By altering the microcode run on the device, it could perform different operations, create new effects, and be better tuned for speed or quality; however, Nintendo was unwilling to share the microcode tools with developers until the end of the Nintendo 64's life-cycle.In addition, game developers commented that the Nintendo 64's memory controller setup was poor.Programming RSP microcode was said to be quite difficult because the Nintendo 64 code tools were very basic, with no debugger and poor documentation.The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory, and could not use DMA to do so.The RDRAM had very high access latency, which nearly negated its high bandwidth advantage.The graphics and audio co-processor was programmable through microcode.The unified memory subsystem of Nintendo 64 was another critical weakness for the machine