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/vr/ - Retro Games


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File: 2.57 MB, 291x426, MUH HD.gif [View same] [iqdb] [saucenao] [google]
1740964 No.1740964 [Reply] [Original]

>PlayStation games in HD

>> No.1740971

>>1740964
>>PlayStation games in general

>> No.1740972
File: 453 KB, 1680x1050, FF9 (37).jpg [View same] [iqdb] [saucenao] [google]
1740972

>RUBBER ASS

>> No.1741032

>>1740964
dat ass

sheeeeeit

>> No.1741110

>>1740972
That's the exact fucking sequence where epsxe crashed eon years ago. I kept replaying it over and over hoping it would fix itself but nope. Turns out the solutions was simply as downgrading to a previous version, but the saves were incompatible. Fucking suffering.

>> No.1741118
File: 553 KB, 1680x1050, PSOGL2_008.jpg [View same] [iqdb] [saucenao] [google]
1741118

>>1741110
What version?
I've successfully played that scene through on 1.6.0 and 1.7.0 using Pete's OGL.

>> No.1742404

>>1741118
It was like 8 years ago but I think it might have been 1.5.0

>> No.1742418
File: 139 KB, 250x248, ghostshell.png [View same] [iqdb] [saucenao] [google]
1742418

http://www.youtube.com/watch?v=fllxBaIe9aA

>> No.1742531

Awwww yeah sweet butt

>> No.1742546
File: 138 KB, 426x593, ksus[1].png [View same] [iqdb] [saucenao] [google]
1742546

Don't worry OP, it's in progress.

>> No.1742550

Is there any way I could replace the low-res backgrounds with high-res ones? I could make a texture pack if it's possible.

>> No.1742656

>>1742550

No the vast majority of the backgrounds are probably lost. A few have been posted by former artists for the game in higher resolution, but that's it

>> No.1743087

>>1742656
I'm plenty capable of cleaning up artwork myself. I'm just asking about whether it'd be possible to put that in-game.

>> No.1743116

>>1740964
jesus Christ those vertexes are jumping around like Mexican jumping beans.

And there are z location errors too (polygon shimmering).

Shit like that and the 320x240 backgrounds are why I laugh at everyone who wants to play playstation games in higher resolution. It makes games look like a hilarious mishmash of graphics.

>> No.1743127
File: 1.66 MB, 1299x877, (2014-05-20) 0001.png [View same] [iqdb] [saucenao] [google]
1743127

Get on my level

>> No.1743129

>>1743116
looking at blurred backgrounds and grainy models is not perfect either and equally laughable

>> No.1743131
File: 2.02 MB, 640x480, Final Heaven.webm [View same] [iqdb] [saucenao] [google]
1743131

>> No.1743136

>>1743087
not without some heavy asm hacking to relocate the memory adresses to contain these bigger sized modified artwork

>> No.1743137

>>1743136
So our best bet is with Q-Gears?

>> No.1743142

>>1743137
q-gears is jut a game engine, if you plan to recreate the game from zero, might as well do it in some known one like unity 3D

>> No.1743146

>>1743142
I thought Q-Gears was entirely being built as an engine replacement and plays off the original game data.

>> No.1743152

>>1740964
Final fantasy 9 still looks great. Why do you need lol ehhchdeee

>> No.1743224

>>1743131
holy shit I didn't know Zell could go all flash speedforce in his last limit break

>> No.1743536

>>1743224
https://www.youtube.com/watch?v=53OyPYa7SEI
The best thing in JLU

>> No.1743637

>>1743131
>punch some faggot
>spend next 5 years running a circle around the planet
>punch him again

wat

>> No.1743675

https://www.youtube.com/watch?v=zDiStPXjN6c&feature=youtu.be

>> No.1743687

>>1743675
The Crash games have to be some of the best looking titles from the PSX era.
Reflections, warping, particles, sprites that look nothing like sprites(like the fruit), clouding effects, and all under a very fluid and fast frame rate.
Naughty Dog are wizards.

>> No.1743691

>>1743687
And yet people shit on N64 games for having "aged" when its top games had better graphics and were more ambitious than just 3D corridors. I love the double standard on the internet.

>> No.1743697

Why isn't this thread filled with ass

>> No.1743707
File: 598 KB, 750x1000, 685103 - Dagger Final_Fantasy_IX Garnet.png [View same] [iqdb] [saucenao] [google]
1743707

>>1743697
Dagger ass fills things out nicely.

>>1743691
Plenty of N64 games have even better graphics.
Games like Crash or Perfect Dark are amazing for what they could pull off with early 90s technology.

>> No.1743887
File: 34 KB, 480x272, tenchu.jpg [View same] [iqdb] [saucenao] [google]
1743887

http://www.youtube.com/watch?v=fJ1SvVqqQT0

>> No.1744091

how well does final fantasy run on epsxe now and what are the best settings to see daggers ass

>> No.1744103

>>1740964
That looks nice except for the flickering shit.

>> No.1744167

every time i've tried to run dino crisis 2 there's some weird audio fuckup and it runs slower than it's supposed to and it's not that great of a game but i am just so invested in trying to fucking play it now that i need to figure out what the problem is

>> No.1744169

>>1743137
>Q-Gears
>>1743142
>>1743146

What is the deal with this anyways? According to SourceForge, the last official release was in 2007, and the last source code release was in 2012. Is it functional? Is it still being developed?

>> No.1744751

>>1743127
How?

>> No.1744784

>>1744103
It's because PSX uses fixed-point math (16 bit/12.4), not floating point. It was probably acceptable in mid-90's. Today, it just looks weird.

>> No.1744956

>>1743691
>ambitious
>N64
There were maybe half a dozen games on the N64 that looked as good as or better than Crash, and at least one of them had to run at less than 240p to get a playable framerate.

>> No.1744979

>>1744784

I really wish somebody would write about all the weird limitations of the PS1 in a way that even somebody who only studied the bare minimum of math subjects could understand it.

>> No.1745021

the "jittering polygon" problem of PSX graphics is what I most want to see fixed in emulation

>> No.1745028

>>1745021

I know there was one emulator that at least reduced it but it required a lot of beef and only worked in Software emulation

>> No.1745174

>>1744103
>>1744784
>>1744979
Here's a good explanation:
http://gamedev.stackexchange.com/questions/26823/why-did-the-old-3d-games-have-jittery-graphics

Basically, it works like this.
The Playstation is designed to always run at 256x240 (a few games used 480i for menus IIRC, but it doesn't have the power or memory to do actual gameplay at that res). Since the resolution was so low, Sony's engineers figured out that they could just have the CPU's 3D unit send vertex coordinates to the GPU proper as a pair of small integers, probably 8-bit (which would allow them to be converted pretty much 1:1 into pixel coordinates). This allowed the 3D unit to process a ridiculous amount of polygons, but it had the side effect of causing vertexes to "jump" from one pixel to the next.

Then emulators came into the picture.

Increasing the rendering resolution doesn't improve the level of precision used for vertex coordinates, so now instead of jumping one pixel at a time the vertexes move in increments of three or four pixels, making them extremely visible. The only way to fix this is to use some hack that forces the system to use a higher degree of precision (this is how the GTE Accuracy hack in Pete's OGL2 renderer works).

I have no idea what I'm talking about and probably made a bunch of mistakes

>> No.1745190

>That time Zidane squeezed that ass

He knows what's good.

>> No.1745312
File: 40 KB, 472x472, lomax.jpg [View same] [iqdb] [saucenao] [google]
1745312

https://www.youtube.com/watch?v=70hUi_B0CdY

>> No.1745320

>>1745312
>knowing about Lomax
my fucking nigger

>> No.1745338

>>1744751
Hardware rendering plug-ins increase the size of polygons. 85% of graphics on Crash games are polygons. As a result, upscaling does not look that bad.

Compare that to games like RE 1 - 3 and FF's VII, VIII, and IX where you have polygons only on the foreground and pre-rendered backgrounds which, of course, look like shit when upscaled.

>> No.1745349

>>1743637

>run around the world
>only does 4700 dmg

lolzell

>> No.1745609

>>1743116

PSX had no Z buffer, so it goes nuts like that. I think Mednafen has a fake Z-buffer in there now. Its not perfect, but it looks a hell of a lot better than what you start with.

>> No.1745613

>>1745609
>Its not perfect

*It's not perfect

>> No.1745618
File: 75 KB, 348x291, silenthill.png [View same] [iqdb] [saucenao] [google]
1745618

https://www.youtube.com/watch?v=Wy34ChMlvow

>> No.1745621

>>1743129
>looking at blurred backgrounds and grainy models is not perfect either and equally laughable

Original hardware + CRT TV + good cables = crisp clear image, crisp backgrounds, some jaggy in the models but nothing extreme. Alternatively, you can use a CRT monitor at fake 240p (480p with interlacing.cg to simulate 240p) and it will look as good.

These games only look bad at native resolution when you blow it up on some lcd.

>> No.1746297
File: 141 KB, 459x453, nostalgia googles.png [View same] [iqdb] [saucenao] [google]
1746297

>>1745621

>> No.1746342

>>1746297

>nostalgia goggles

It's not. I have all those things set up now. Looks great.

>> No.1746360

>>1743224
>>1743536
I still wonder, if he uninterruptedly circled the world in mere seconds, what happened to who or what he may have bumped into during that time?

>> No.1746374

>>1746297

Seriously try it today. Get a PS1 and a CRT. Make sure the PS1 is s-video or RGB.

>> No.1746423

>>1741118
>What a pervert!!
god...

>> No.1746426

>>1745621
>These games only look bad at native resolution when you blow it up on some lcd

Translation:
>These games only look bad when you can see them clearly

>> No.1746436

>>1743536
still get chills to this day, fucking amazing season finale

>>1746360
Well flash is too good to run into them but if he did I imagine they'd be a thin sticky smear across the floor

>> No.1746446

>>1746360
With speedforce, Flash is able to vibrate his molecules in such a way that they go between the molecules of anything he touches, so that he's like a ghost.

>> No.1746452

>>1746426
Thats not an accurate translation. Ps1 games look better on crts because thats what they were designed to be played on.

>> No.1746459

>>1746426
We don't live in the Blade Runner world. You can't just zoom in on a 320x224 background image and have it magically appear "clearly"

>> No.1746460

>>1746426

You aren't very bright are you.

Those games where designed with CRT's in mind. Of course they're gonna look off when you blow em up on an LCD.

Not sure what the big deal is anyway, I'll never understand this ridiculous obsession with graphics, it doesn't make the game better.

>> No.1746472

>>1746460
>Those games were designed with unclear displays in mind
Oh, okay.

>> No.1746484

>>1746472
I can't tell if you're dumb or trolling?

Not the guy you're responding to, but the difference between CRT and HD televisions when playing on older consoles is massive. I didn't think the difference was so large until I hooked my Dreamcast up to my primary TV, and found it to be blurry to the point where I got headaches.

There are a number of reasons for this happening, but you seem to be too dim to grasp the concept so I won't bother.

>> No.1746625
File: 721 KB, 998x1043, 1390712020782.png [View same] [iqdb] [saucenao] [google]
1746625

>>1743697
Oh hi!

>> No.1746627
File: 187 KB, 480x824, 1404458524397.png [View same] [iqdb] [saucenao] [google]
1746627

>>1746625

>> No.1746628
File: 933 KB, 492x638, 1399119615417.gif [View same] [iqdb] [saucenao] [google]
1746628

>>1746627
>>1740972 (animated)

>> No.1746630
File: 926 KB, 1254x1771, 1404459288068.jpg [View same] [iqdb] [saucenao] [google]
1746630

>>1746628

>> No.1746634
File: 1.60 MB, 228x406, 1404460505437.gif [View same] [iqdb] [saucenao] [google]
1746634

>>1746630

>> No.1746637
File: 62 KB, 500x794, 1404462004440.jpg [View same] [iqdb] [saucenao] [google]
1746637

>>1746634

>> No.1746638
File: 83 KB, 339x720, 1404461691658.jpg [View same] [iqdb] [saucenao] [google]
1746638

>>1746637

>> No.1746640 [SPOILER] 
File: 105 KB, 1178x542, 1404730834034.jpg [View same] [iqdb] [saucenao] [google]
1746640

>>1746638
and lastly
PSX > N64

>> No.1746662

>>1746627
thanks for the ass posting. this one is my favorite. i want to rest my head on it, face first.

>> No.1746681

>>1746627
Feels like she would fit right in on Bravely Default

>> No.1746687

>>1745174
>this is how the GTE Accuracy hack in Pete's OGL2 renderer works
which helps, but leaves holes in polygon models. there's also gpuBladeSoft which can't be run at higher than 2x2 internal resolution.

all a step in the right direction, but hopefully can be improved.

>> No.1746708

>>1746681
her perpetually visible but orange colored ass and trance thong would have been censored if ff9 were released nowadays just like bd, too. shes even one year younger than the oldest bd character.

fuck my hobby.

>> No.1746926

>>1741110
Let me guess, the FMV part hangs.
Use the change disc function to simulate a tray opening scenario, which should properly skip the FMV.
Simply choose to change disc and hit OK without actually doing anything.

>> No.1746963

>>1746459
You encounter a LCD monitor face-down in the desert.

>> No.1746964

>>1746625
How did her ass end on her chest?

>> No.1747425
File: 1.11 MB, 1280x720, pcsxr 2014-07-07 13-42-38-336.webm [View same] [iqdb] [saucenao] [google]
1747425

Final Fantasy Tactics

regular 2x ---> 2x with scanlines + bloom + gamma

>> No.1747439

>>1746926
not sure if on 1.9 but on older versions epsxe has some bugs relating to peops audio plugins where it would hang waiting for it to respond, a quick fix would have been to switch to null audio and reloading from the memory card save

>> No.1747475

>>1746963
>that time when you zoomed into the license plate for the first time

>> No.1747504

>>1745312
i have the original game still here with everything. never liked it. is it worth anything?

>> No.1747589

>>1746426

Confirmed for never playing a Final Fantasy game on original hardware + CRT.

Low resolution games look best on low resolution displays. Playing on some emulator uses nearest neighbor scaling, scaling from 240p to 1080p. All those jaggies. On a CRT those same backgrounds look both sharp and clear with no jaggies.

It's not like CRTs are blurry and LCDs are showing the "true game". The game is low resolution and doesn't look good when blown up.

There's a potential that in the future shaders can be used to mimic a low resolution display on a large resolution screen, but that is off in the future.

>> No.1747696

>>1746964
painfully

>> No.1747816

>>1745174

Hmmm, makes sense. Could these vertex coordinates only be set to a 256x240 resolution? What happens then with the games that ran at 320x240? (which I at least think a few did)

>> No.1747850

>>1743687
>naughty dog are wizards
Really though, that's mostly because Crash is stuck on rails, only rendering what's appearing on screen at the time. Spyro is also by Naughty Dog and doesn't look nearly as good.

>> No.1747867

>>1745609

Dumb question but what exactly is meant by "Z-buffer"?

>> No.1747884

>>1747850

They put in a lot of work into still though:

http://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)#Graphics

Cerny, how did you end up with Knack? ;_;

>> No.1748103

>>1745312
>looks nice
>boring as shit

>> No.1748570

>>1747850
>Spyro is also by Naughty Dog and doesn't look nearly as good.

Spyro is by Insomniac Games

>> No.1748581
File: 29 KB, 348x349, (clocktower).jpg [View same] [iqdb] [saucenao] [google]
1748581

https://www.youtube.com/watch?v=boejmRmYeXg

>> No.1748607

>upscaled models on prerendered backgrounds
For what reason

>> No.1748631

>>1748607
4$$.

>> No.1748686

>>1747884
>Cerny, how did you end up with Knack? ;_;

Cerny is a programmer, not a designer. He assumed the role of designer for Knack. That'd be like shunting Kojima as the role of a programmer, and being surprise that his game doesn't work too well. It'd be a miracle if it worked at all.

That said, the ability to program is far more important than the ability to design a game. A game made entirely by programmers would work, but would probably not be a fun game. A game made entirely by designers would probably not work at all.

>> No.1749632

Never even played FFXI but I had to click this thread for datass

>> No.1749841

>>1740964
Why did character models in FFIX always vibrate like that? It always bothered me.

>> No.1749995

>>1744956
>There were maybe half a dozen games on the N64 that looked as good as or better than Crash
Definitely about a dozen, but this was more due to the fact that the N64 did not have a lot of games period. Crash Bandicoot looks good because it has low ambition - it's easy to get nice graphics when you're rendering fixed camera straight corridors that purposefully twist and turn to conceal draw distance limitations.

Conker's Bad Fur Day, Battle for Naboo, Perfect Dark and so on look significantly better than Crash. Banjo Kazooie looks better than Crash Bandicoot, runs at a similar resolution and is actually a big explorable world. But this is just because the N64 hardware is a little bit newer than that of the PSX.

>>1747867
>Dumb question but what exactly is meant by "Z-buffer"?

The Z-buffer is an array of variables that determine the order of objects on the screen from back to front. Without a z-buffer, there can be an ambiguity about what what objects are in front and what is behind, which can cause flickering as the objects fight between which is the one in front.

Without a z-buffer it's also difficult to do certain types of lighting and shadow effects. Also you can reduce the complexity of your vertex (polygon) lists by not drawing back faces. The disadvantage of the z-buffer is that it consumes copious amounts of memory bandwidth. The N64 has hardware level support for z-buffering so developers often used it, but the PSX did not.

I believe the water ski levels in Crash Bandicoot 3 required the use of a software z-buffer to produce the water effects, but even those were significantly inferior to Wave Race 64 because it lacked transparency (either due to a very light z buffer process or because the memory bandwidth was already exhausted).

>> No.1750003

>>1749841
Combination of fixed point mathematics and no hardware z-buffering.

>> No.1750019
File: 62 KB, 720x406, image.jpg [View same] [iqdb] [saucenao] [google]
1750019

Decided to get FF7 off PSN to see what all the fuss is about.

I really gotta say, traversing most rooms in the field is a major pain in the ass. If I press select that at least makes the exits easier to spot but it's still an absolute pain to get around.

Also, I found something pretty amusing in the beginning as well.
>first boss shows up
>raises its tail
>Cloud says to ATTACK the robot with the tail up
>notice the next line says he'll counterattack
>decide not to do anything just in case
>mfw

That must've been really confusing for some. Is that English error in all versions?

It's interesting, I'll say that much.

>> No.1750038
File: 91 KB, 960x540, ff9.jpg [View same] [iqdb] [saucenao] [google]
1750038

get on my level

>> No.1750049

>>1750019
>bringing up that English error
Now you've done it.

>> No.1750080

>>1750019
>Barret, be careful! Attack while it's tail's up! It's gonna counterattack with its laser.

Sure ideally it could do with an 'and' between the last two statements, but compared to the other stuff in FFVII, that's not too bad.
Besides, I always carefully attack it while the tails up. If you can take the hit, you'll build your limit bars up quickly, which helps towards getting Cloud's next limit, Cross-Slash, as early as possible.

>> No.1750143

>>1740964
Dat some tasty xBRZ filtering?

>> No.1750552

>>1750038
99 ?

>> No.1751883
File: 11 KB, 250x271, klonoa.jpg [View same] [iqdb] [saucenao] [google]
1751883

https://www.youtube.com/watch?v=9CRQycJw_do

>> No.1751924

I'm confused.
What do various longplays have to do with PSX in HD or FF9?

>> No.1751927

>>1743116
Doesn't playing the games at a higher resolution fix this?
I figured it was an effect of the low internal resolution of the PS1; so when the polygons are seen to be jumping around they're actually only shifting one pixel, but it's just really noticeable.

Am I wrong?

>> No.1751953

>>1751927
I don't think that's it, but I never experience issues like this when I bump up the resolution.
Megaman Legends looks amazing at higher res, and I have yet to see any of the shit seen in OP's gif.

>> No.1752013

>>1751927
This was explained above. Upscaling the PS1 polygon gfx uses nearest neighbor scaling, so then they jump multiple pixels and it becomes even more noticeable.

>> No.1752048

>>1746628
in the french version he says: "I've done nothing"
I don't know why this sequence got stuck in my head though, it has been 8 years since I played it.

>> No.1752186
File: 26 KB, 640x480, echonight.jpg [View same] [iqdb] [saucenao] [google]
1752186

https://www.youtube.com/watch?v=YVaf3nhkjoE

>> No.1752209

>>1752186
>>1751883

>dat one nigga posting youtube vids

for what purpose?

>> No.1752213
File: 37 KB, 320x213, krazykat.gif [View same] [iqdb] [saucenao] [google]
1752213

>>1752209
He is a big guy

>> No.1752502
File: 2.39 MB, 1280x720, pcsxr 2014-07-09 00-15-21-269.webm [View same] [iqdb] [saucenao] [google]
1752502

Bumpin

>> No.1752626

>>1742546
My god...an HD texture pack for FF9?

>> No.1755212

>>1750080

I never had that confusion. To me it always seemed like he was shouting "Attack while its tail is up, it's gonna counterattack with its laser!" which can be conveyed in speech more easily than text

>> No.1755282

>>1745174
>The only way to fix this is to use some hack that forces the system to use a higher degree of precision (this is how the GTE Accuracy hack in Pete's OGL2 renderer works).
So, how the gif would look with this ?
We need a comparaison.

>> No.1755287

>>1752626
thats what I was thinking lol

>> No.1755296

>>1742418
The music is fucking intense. Great game.

>> No.1755314
File: 77 KB, 386x460, 1327737486233.jpg [View same] [iqdb] [saucenao] [google]
1755314

>>1745312
>32-bit era
>still has passwords

>> No.1755323

>>1743131
What is the point of running around the world if you're still just running at the same constant speed?

>> No.1755329

>>1747475

Can I get a hard copy of that?

>> No.1755473

>>1743131
Jesus dick we've gone from Final Fantasy all the way to Disgaea.

>> No.1755613
File: 2.53 MB, 1280x720, pcsxr 2014-07-09 12-40-55-940.webm [View same] [iqdb] [saucenao] [google]
1755613

I guess nobody cares but i uploaded the wrong crash bandicoot warped video, this one is actually 720p

http://youtu.be/HLwrEQPW2Fw

You may call it cheating since crash its the best looking polygon based psx game

>> No.1755625

>>1755296
I remember watching the original OVA then i found the game one day and bought it asap, i expected a cyber spy girl action game ala MGS and instead ended up moving that ugly looking tank most of the game. Didn't even knew what internet was back then

>> No.1755653

>>1755613
So is this that GTE Accuracy hack in that webm? Because I'm noticing any jittering.

>> No.1755658

>>1755653
*not noticing

>> No.1755682

>>1755653
this is actually a 2x res so maybe the jitter is less noticeable than when you use 4x, it is also a DirectX based plugin but dunno if that does something that reduces said effect

Most of the time the jittering is even less noticeable because the characters are on movement and lots of stuff is going on screen

>> No.1755690
File: 126 KB, 800x600, smile.jpg [View same] [iqdb] [saucenao] [google]
1755690

>>1755613
>based N64 does no jitter even on the real hardware

>> No.1755696

>>1755690
>newer hardware has improvements over older hardware.

Good contribution, anon.

>> No.1755702

>>1755613
>be me
>trying to share my opinion that HD plugins don't stutter too noticeably
>upload video to show off
>"We detected your video may be shaky. Would you like us to stabilize it?"

>sadfrog.png

>> No.1755716

>>1755702
I'm trying to get FF9 to look half decent at higher resolutions, using the initial battle to test different things. So I run an AA filter, looks alright, but in motion everything smears. Cinna's hat becomes 3 or 4 pixels taller as he nears the top of his idle animation cycle.

Switch over to from epsxe to pcsxr using the GTE accuracy thing, keeping all other graphics settings the same. Set up save states and compare the two. Cinna's hat is actually stable now and blurring is greatly reduced.

I should figure out how to make a before and after video.

>> No.1755741
File: 5 KB, 320x200, what a pervert.gif [View same] [iqdb] [saucenao] [google]
1755741

>>1746423

>> No.1755764
File: 8 KB, 233x233, myears.jpg [View same] [iqdb] [saucenao] [google]
1755764

>>1755613
>hear Cortex's voice again, first time in years
>Hey, that sounds like-
>google it
>it's motherfucking Clancy Brown aka Lex Luthor in JLU

holy shit!

>> No.1756768

>>1755613
I'm noticing a lot of popping and flashing in the background, what's going on there? Is it a z-buffer issue or is this level of detail popping?

It very much looks like jittering.

>> No.1756773

>>1755741
That brings back some very old memories.

I downloaded LSL1 on dial-up from a warez site some time in the late 90s.

>> No.1756775

>>1756768
in the .webm ? it's just the VP8 compression codec blurring what doesn't change at all between frames, in actual emulation it doesn't happen

>> No.1756792

>>1756775
Sorry, I was talking about in the Crash Bandicoot video.

For example around 50 seconds as he walks forward you can see the background hills pop around.

Maybe this is because of lack of anisotropic filtering and antialising though. But that wouldn't really explain the black 'phantom puddles' that appear around 0:55 as Crash walks up the hell to the goat.

>> No.1756817

>>1756792
i think that is jittering and it happens on the original hardware as well (not sure, but i tried it on mednafen and it happens too)

>> No.1756843

>>1755323
thanks einstein now this great limit break looks dumb to me too