[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.3343872 [View]
File: 438 KB, 1600x1400, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1450471280520.png [View same] [iqdb] [saucenao] [google]
3343872

What are good PSX/PC games to play them on PSX?

>> No.3106269 [View]
File: 438 KB, 1600x1400, 1439551591982.png [View same] [iqdb] [saucenao] [google]
3106269

Looking at raw specification it's obvious that the PS1 isn't a super power.

But what it does have going for it is that it's an all-rounder. It can do a bit of everything - with a level of competency, if not superiority, while the other consoles had serious weaknesses (3D for Saturn, cartridge space for N64).

>> No.2673226 [View]
File: 438 KB, 1600x1400, 1439551591923.png [View same] [iqdb] [saucenao] [google]
2673226

>>2673146
>But the hardware design flaws were more oversight than "cheaping out".
There were no hardware oversights.

Most people seem to think that the 4KB texture cache was some kind of mistake by the hardware designers, or that the 4KB is ridiculously small and it should have been bigger. Well, that's wrong. The PS1 had a 2KB texture cache, and the resolution of its textures isn't as much as a problem? Why? I'll explain.

When you buy an N64, literally all of the money goes into the fast CPU (pretty much the fastest integrated thing available when the system was designed without going Pentium) and the revolutionary GPU (which has quite possibly the most comprehensive integrated feature-set of any consumer level graphics chip until the Gegorce 256).

Nintendo had to save money somewhere to afford the above. The first thing they chopped off was the CD-drive. Cartridge interfaces cost barely anything compared to that.

The second thing they chopped off was the sound chip. Our two super chips can easily handle the load of sound, right?

And the third thing that got chopped was motherboard data buses (pathways) between the different chips. This is specifically why RDRAM was chosen for the system memory. It makes up for its narrow buses with a high clock speed (but comes with headache inducing latency as a trade-off).

The issue with texturing on the N64 is not the size of the texture cache. It is that the GPU cannot load textures out of anywhere except the texture cache (which means that individual textures cannot exceed the size of the texture cache that holds them). Why can't the GPU access textures sitting inside the RAM? Because Nintendo removed that pathway to save money. They probably figured that good programming practice would be based around making use of the texture cache as much as possible (which is true). But combined with the high latency of RDRAM, the system has now become extremely performance sensitive to unsuitably structured code.

(cont)

Navigation
View posts[+24][+48][+96]