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/vr/ - Retro Games

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>> No.11042802 [View]
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11042802

>>11042738
N64 games look and run better than PS1 games due to better hardware to render with. The storage medium had no impact on that. Developers used the extra space on the CDs for FMVs which look primitive and terrible.

>> No.10746683 [View]
File: 151 KB, 564x1166, 1708675326576418.jpg [View same] [iqdb] [saucenao] [google]
10746683

>>10741813

>> No.10655904 [View]
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10655904

>>10655874
>Your console was simply badly designed.
The PS1 was too retarded to even render textures correctly.

>> No.9490192 [View]
File: 151 KB, 564x1166, 1669106971580937.jpg [View same] [iqdb] [saucenao] [google]
9490192

>>9490179
here we go again

again

>> No.9434725 [View]
File: 151 KB, 564x1166, aGc8WTE.jpg [View same] [iqdb] [saucenao] [google]
9434725

>>9434705
>more z buffer means more working memory to keep track of where things are depth-wise as it relates to the camera view?
Exactly. And if you don't have one, like on the PlayStation, the programmer is manually responsible for keeping track of depth. He can make mistakes, especially when tryingt to be efficient.
>so the jiggly textures in, say, ps1 walls are due to perspective confusion while working with a limited z buffer size?
That's different, but related. The PlayStation GPU doesn't just forget how deep each polygon is - it never even knows. If the depth isn't used, the textures are applied incorrectly onto polygons. The error changes as the angle of the polygon to the camera changes, which is why textures can "swim" as the camera rotates. The z buffer tracks how deep pixels are after drawing, but this is an error caused by ignoring depth while drawing.

>> No.8404610 [View]
File: 152 KB, 564x1166, Games - Misc - N64 vs PSX Texture Mapping.jpg [View same] [iqdb] [saucenao] [google]
8404610

>>8404421
_230_

>> No.7448420 [View]
File: 152 KB, 564x1166, Games - Misc - N64 vs PSX Texture Mapping.jpg [View same] [iqdb] [saucenao] [google]
7448420

>>7448338
143

039 see >>7403774

>> No.5882098 [View]
File: 152 KB, 564x1166, ps1 textures.jpg [View same] [iqdb] [saucenao] [google]
5882098

>>5882073
It was something to do with the fact that it couldn't do a perspective divide when calculating texels.

>> No.5462562 [View]
File: 152 KB, 564x1166, 1517039885915.jpg [View same] [iqdb] [saucenao] [google]
5462562

>>5456018

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