Banjo-Kazooie looks better and runs better.
These pics are a bit cleaner than the real N64 output but they show the structural/object detail very clearly. Dinosaur Planet has some nice textures and lighting effects but it's mostly big, empty areas, with very little structural detail.
Banjo-Tooie looks even better but has slightly worse frame rate than Kazooie.
Banjo-Kazooie is the perfect balance of the best graphics the N64 can handle at a good frame rate.
I agree Banjo Kazooie is really balanced for the hardware.
Banjo Kazooie was way ahead at the time of release, modelling inclusively. Mario 64 used separate objects in order to not having to animate polygons bending and the like Ocarina of Time and Majora mask in most instances so things like characters and npc's were mostly just a bunch of separate pieces.
Here is, Mario:
752 polygons, and you can see the separate parts in the model.
This was because although polygons were expensive on the N64 because of the high quality precision presets, real polygon animation was expensive as well (normal vertex manipulation required a lot of CPU), and nowhere as seamless to do as with modern hardware, although RCP (Reality Co-processor) was a fully programmable GPU (first mass produced one, probably) and it could effectively manipulate vertex with little to no CPU reliance - but it was hard to do due to lack of tools to do it. On top of it, Nintendo didn't allow developers to mess with what we call the microcode of the GPU and there was no deep documentation for the RCP released for most developers until really late in the cycle. Rareware was authorized to do so early on though.
So, NPC's and character models in rareware games are really efficient for what they are:
Here's Banjo, 405 triangles. Notice how there are no separate parts.
All this with a really big moveset even for today standards, that also takes either more allocated memory or a way to stream it from cartridge to implement. They did this, though, with a lot of enemy and NPC variety, all of them with their own animations and all.
High quality Textures on Banjo Kazooie were also some INSANE feat, mind you. From wikipedia:
Banjo-Kazooie employs an advanced technique to render its graphics. The in-game characters were created with minimal amounts of texturing so they could have a sharp and clean look, while the backgrounds use very large textures split into 64×64 pieces, which was the largest texture size the Nintendo 64 could render. Because this technique caused significant memory
fragmentation issues, the developers created a proprietary system that could "reshuffle" memory as players played through the game.
Conker went even further with modeling (and still used high quality textures), it just brought the N64 to it's knees.
It actually ran at 292x214 and still mostly managed 15-25 fps most of the time, but damn.
Dinosaur planet? Runs poorly, I don't see as high resolution other than the odd detail here and there textures and it's not vertex manipulating as much.
And, I don't think I've seen these types of artifacts on other Rare/N64 games:
Direct link to that part of the video here.
3D on N64 usually runs at 240p, hence, this is not because of interlacing (no way it's running at 480i) and might instead be using some lower quality rendering mode, perhaps because it was still beta and performance would be even lower otherwise, or perhaps it was really the plan to launch like this. I'm impressed they didn't pick up on this on the DF video, this fuzzyness/pixel crawl is really noticeable in direct captures whenever character is moving through things and there is contrast.
It's doing some impressive things for the N64 mind you, but I don't feel it's technically the best Rareware pulled out of it, instead it feels kinda normal for Rareware standards, I also don't think with further development it would get much better.