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>> No.3421830 [View]
File: 37 KB, 1000x352, Perspective_correct_texture_mapping.jpg [View same] [iqdb] [saucenao] [google]
3421830

>>3421684
Most, if not all, PSX games use affine texture mapping as it was too computationally intensive to do perspective mapping in realtime for the GTE.

The Playstation hardware is really early 90s tech, it wasn't until 1995/96+ that coordinate interpolation algorithms for perspective corrected texture mapping implemented in the consumer 3D graphics hardware was commonplace.

I would imagine that developers were annoyed by this problem at the time, too, but figured CRT scanline flickering would obscure all of the fucked up angles so players wouldn't really notice.

>> No.2424506 [View]
File: 37 KB, 1000x352, Perspective_correct_texture_mapping.jpg [View same] [iqdb] [saucenao] [google]
2424506

>>2424318
>the ground texture is not aligned in the PSX version

It happens because the PSX can only draw affine mapped triangles, while the Saturn can do a 1-2 perspective correct huge ground planes with its background processor (on top of doing affine mapped quads, which also give you less texture jerking).

>> No.2166421 [View]
File: 37 KB, 1000x352, Perspective_correct_texture_mapping.jpg [View same] [iqdb] [saucenao] [google]
2166421

>>2166386
>It was all due to low precision math using integers giving the geometry an unstable look in motion even if it wasn't textured.

Low precision math was only part of the problem. The Playstation also had a strictly 2d gpu. It was drawing drawing 2d triangles, same way as the Saturn (just faster and without bugs). That meant no perspective correction and no z-buffer.

No perspective correction gave you extreme texture warping, especially in motion.

No z-buffer caused jiggling and popping polygons (they couldn't decide when should one be in front of the other when two of them overlapped, so they ended up popping in front of each other back and forth),

And low precision math caused models to jiggle and have awful animation. This last part however was dependant on the game - games done by more skilful coders would have way smoother animation.

>> No.1855089 [View]
File: 37 KB, 1000x352, Perspective_correct_texture_mapping.jpg [View same] [iqdb] [saucenao] [google]
1855089

>>1854337
>That I know. It's called the Z-buffer, which PSOne lacks. That doens't make it not 3D, though. Correct?

Z-Buffer is per-pixel depth information.

What I meant was that the gpu was entirely 2d. When it was drawing polygons, it just rotated/stretched the textures, and drew them into a buffer like that.

The machine did 3d in software, used a coprocessor to transform it to 2d, and drew it to framebuffer like that.

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