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How to Make PS1 Graphics
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This video is a review of how PlayStation graphics work and why the artefacts of the PS1 make games look so unique.
We explain the hardware and software limitations of the PlayStation, going over the reason why PS1 graphics artefacts happens.
The main topics covered by our review are:
- Wobbly textures
- Polygon jitter
- Lack of FPU
- Fixed point representation
- Lack of depth buffer
- Lack of mipmapping
- PlayStation dithering
- T-junction gaps
Links:
Chapters: 00:00:00
Intro 00:02:38
Visual artefacts
00:05:36 Hardware specs
00:10:13 Drawing primitives
00:12:07 Drawing on VRAM
00:18:13 Wobbly textures
00:27:46 GTE RTPT
00:31:41 OT & Lack of depth buffer
00:38:14 Polygon jittering
00:42:21 Fixed-point representation
00:50:33 Lack of subpixel rasterization
00:56:07 T-junction gaps
01:01:53 Lack of mipmapping
01:04:49 Conclusion
We explain the hardware and software limitations of the PlayStation, going over the reason why PS1 graphics artefacts happens.
The main topics covered by our review are:
- Wobbly textures
- Polygon jitter
- Lack of FPU
- Fixed point representation
- Lack of depth buffer
- Lack of mipmapping
- PlayStation dithering
- T-junction gaps
Links:
Chapters: 00:00:00
Intro 00:02:38
Visual artefacts
00:05:36 Hardware specs
00:10:13 Drawing primitives
00:12:07 Drawing on VRAM
00:18:13 Wobbly textures
00:27:46 GTE RTPT
00:31:41 OT & Lack of depth buffer
00:38:14 Polygon jittering
00:42:21 Fixed-point representation
00:50:33 Lack of subpixel rasterization
00:56:07 T-junction gaps
01:01:53 Lack of mipmapping
01:04:49 Conclusion
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