Why PlayStation 1 Graphics Warped and Wobbled so much | MVG

Ойындар

Every wondered why the Sony PlayStation 1 graphics were warped, or why they jittered and wobbled around - especially compared to the Nintendo 64? In this video we take a look at the cause and how they could have been avoided.
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#PlayStation #AffineTextures #SubPrecisionPixels

Пікірлер: 4 200

  • @roberte2945
    @roberte29454 жыл бұрын

    4:12 Man, Perfect Dark looks more Italian than I remember.

  • @credit0880

    @credit0880

    4 жыл бұрын

    aaah mate so true

  • @pezz8266

    @pezz8266

    4 жыл бұрын

    Mistakes were made,

  • @Mireaze

    @Mireaze

    4 жыл бұрын

    It's probably just regional differences

  • @ttkftykyfts

    @ttkftykyfts

    4 жыл бұрын

    lmao...

  • @x3mbr

    @x3mbr

    4 жыл бұрын

    Giovanna Dark

  • @MichaelPohoreski
    @MichaelPohoreski4 жыл бұрын

    When I worked on _Need for Speed_ for the PS1 I remember our two graphics guys (Brad and Laurent) trying to find the right balance between dynamically subdividing triangles close to the camera to minimize affine texture mapping warping (aka "texture swimming") vs the extra overhead of geometry.

  • @ka-md8ue

    @ka-md8ue

    4 жыл бұрын

    Did you work on NFS HS PS version?

  • @MichaelPohoreski

    @MichaelPohoreski

    4 жыл бұрын

    @@ka-md8ue No, only the first PSX version.

  • @TheBoofGod

    @TheBoofGod

    4 жыл бұрын

    @@ka-md8ue right I'm playin that as we speak and I have questions about high stakes as well

  • @mutalix

    @mutalix

    4 жыл бұрын

    Wow amazing!

  • @Solisium-Channel

    @Solisium-Channel

    4 жыл бұрын

    You are an interesting person

  • @metcaelfe
    @metcaelfe2 жыл бұрын

    I never realised how much mip mapping caused Perfect Dark to appear so similar to Mario 64

  • @marcwilliams9824

    @marcwilliams9824

    10 ай бұрын

    Ha ha. Took me until 4 minutes into the video before I got the joke.

  • @sovo1212

    @sovo1212

    10 ай бұрын

    @@marcwilliams9824 And thanks to you, I went to the 4 minutes mark, then I got the joke.

  • @edwardperkins1225

    @edwardperkins1225

    10 ай бұрын

    I remember the texture wobble being a lot more bothersome than a little edge jitter. Particularly when a line is supposed to be be straight in a texture the affine transformation looks like a graphical gitch. At worst it felt like the PS1 couldn't draw a straight line. N64 owner's definitely felt proper texture perspective was a reason their console was better at the time. Never knew it was the lack of a z-buffer that led to this.

  • @victorcoda

    @victorcoda

    7 ай бұрын

    @@edwardperkins1225 Perspective-correct texture mapping requires a lot of FPU math, so it was dropped.

  • @edwardperkins1225

    @edwardperkins1225

    7 ай бұрын

    @@victorcoda So nothing to do with the Z-buffer? I thought that was suggested in the video. I'd think the per pixel depth from the Z-buffer would help in knowing how to draw the texturres. Is that not so?

  • @joshsmith7521
    @joshsmith75213 жыл бұрын

    The wobble was something I always noticed back in the day but never really gave a second thought. Just thought it was part of the experience

  • @turrican4d599

    @turrican4d599

    3 жыл бұрын

    The moment, the Voodoo Graphics card was available, I stopped buying games for my PS1.

  • @YoYo-uh3xj

    @YoYo-uh3xj

    2 жыл бұрын

    @@turrican4d599 who do you voodoo?

  • @RJARRRPCGP

    @RJARRRPCGP

    2 жыл бұрын

    @Josh Smith The PlayStation 1, appears to shimmer, much like I sometimes saw in new games, IIRC. When I had my Radeon RX 5600 XT, before the VBIOS got screwed up, I was getting shimmering and it made me nervous, wondering if it was video corruption caused by a GPU defect or a VRAM defect. At least it's not the same as "warping" in Halo Custom Edition on PC, where a Warthog skips on the screen.

  • @lancethrust9488

    @lancethrust9488

    2 жыл бұрын

    GOING FROM MEGADRIVE 2D TO 3D PS1 WAS THE BIGGEST WOW FACTOR IN GAMING HISTORY , THE GENZ PUNKS DONT EVEN KNOW THEY GET NEW CONSOLES PS2 TO PS3 TO PS4 TO PS5 NOBODY WOULD OF BEEN BLOWN AWAY WITH THOSE IMPROVEMENTS , BUT PS1 WAS BIGGEST GAME CHANGER !!!!

  • @SeranaKnight

    @SeranaKnight

    2 жыл бұрын

    @@YoYo-uh3xj you do

  • @clever-username
    @clever-username4 жыл бұрын

    “Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film, of bleached-out black and white, is the excitement of witnessing events too momentous for the medium assigned to record them.” ― Brian Eno

  • @stepone76

    @stepone76

    3 жыл бұрын

    s0o0o0o0o0o-----you like the sound lol

  • @michaelmicoowoods712

    @michaelmicoowoods712

    3 жыл бұрын

    Haha I love some 8 bit sounds shinobi ❤️

  • @druffthewolf3830

    @druffthewolf3830

    3 жыл бұрын

    So true.

  • @henryfleischer404

    @henryfleischer404

    3 жыл бұрын

    I wonder if video compression artifacts will be like that for my generation.

  • @chrisburn7178

    @chrisburn7178

    3 жыл бұрын

    @Michal Zušťák Yeah totally agree. Lots of 80s recordings, particularly in the classical genre, were extremely high quality as recording engineers and mastering technicians tried to get the most out of the new medium.

  • @lurkerrekrul
    @lurkerrekrul4 жыл бұрын

    80s/90s Gamer - How can I improve the image and get a sharper picture? 2010s Emulation Gamer - How can I make the image blurry like the good old days?

  • @Nicky_T

    @Nicky_T

    4 жыл бұрын

    lurkerrekrul brother we’re in the 2020’s now

  • @lurkerrekrul

    @lurkerrekrul

    4 жыл бұрын

    Yes, but this trend of trying to duplicate the flaws of a CRT display started years ago.

  • @lurkerrekrul

    @lurkerrekrul

    4 жыл бұрын

    @poonishd snek - I agree. The most important thing is that the emulator runs the games accurately. Luckily the emulators for the Playstation and most systems that came before it, are pretty accurate (although there are exceptions). Emulators for the later systems, like the PS2 can be hit & miss. Many games work, but there are some that don't. When the emulators work well, I think they're a great way to explore older games. You can use any controller you like and you can use save states to get past tough spots in the game and avoid clunky save systems. Although you should always use the official save method before quitting the game (if there is one).

  • @Nicky_T

    @Nicky_T

    4 жыл бұрын

    lurkerrekrul my bad I’m retarded

  • @lurkerrekrul

    @lurkerrekrul

    4 жыл бұрын

    @poonishd snek - I use PCSX2 v1.40. I know there are newer beta versions, but I have an old system and they don't run for me. That said, here are a few of the problems I've run into; Lemony Snicket's A Series if Unfortunately Events - You can't pick up items. I think there was a setting to fix that, but the graphics also look extremely blurry for me unless I use software mode. Spider-Man 3 - Hangs on the loading screen when you start the game. Ultimate Spider-Man - Crashes during the opening FMV. Cold Fear - Crashes at random points. Spider-Man 2, Transformers (2004) and others - Have to be run in software rendered mode, which is far slower than hardware mode. Star Wars Bounty Hunter - Needs special settings to avoid severe graphical glitches. Burnout series - Most need you to start the race in software mode to fix the sky, then switch back to hardware mode once the race starts. Only has to be done once per session. The sun is always visible through other objects (tunnels, trees, buildings, etc). Portal Runner - Same fix as Burnout or some graphics will be missing. Fatal Frame - The ghosts don't show up in hardware mode. Don't get me wrong, it's a great emulator and it runs most games in a very playable state, assuming your system is fast enough, but there are still a few games that don't work properly. I also ran into a bunch of games that wouldn't run when trying the Dreamcast emulator. However there are newer versions that probably work better, but which I can't run due to my old system.

  • @jaceybella1267
    @jaceybella12673 жыл бұрын

    As a kid I was always mildly disturbed by the "movement" in the walls of ps1 games. It had a horror element to it, like the walls were alive in most of the games I played. Didn't deter me, as I loved my games! But I remember that glitching effect actually being in childhood nightmares of mine

  • @saronbennett

    @saronbennett

    3 жыл бұрын

    Have you ever tried psychedelic mushrooms? :D

  • @jaceybella1267

    @jaceybella1267

    3 жыл бұрын

    @@saronbennett no but I've heard good things lmao

  • @saronbennett

    @saronbennett

    3 жыл бұрын

    The walls/ trees will appear to be breathing. When I did them for the first time in high school I was in my friends yard. It was like a tunnel of breathing bushes and flowers lol

  • @inimicalintent8825

    @inimicalintent8825

    7 ай бұрын

    Yeah the warping effect worked well for horror games like silent hill iMO

  • @ericfieldman

    @ericfieldman

    6 ай бұрын

    I can't do anything yet, but I'd love to make a horror game, and if I did, one of the ideas I had was to use primitive rendering effects (super original) and then eventually transition from something that's really simplified to something way more detailed or realistic so the difference is jarring and uncanny. If I ever get around to that I'll keep the moving walls in mind

  • @777Eliyahu
    @777Eliyahu3 жыл бұрын

    For all the negative treatment that the N64 gets for its limited architecture, its insightful to see that the PSX also had a lot of issues. I like to think the Dreamcast was the first platform to really get it right on the 3D front.

  • @stevensavoie856

    @stevensavoie856

    2 жыл бұрын

    Lol, no it wasn't :) the dreamcast was a rushed product in my opinion. As I recall it, Sony had been marketing it's upcoming PS2, then dreamcast dropped to get ahead of the launch of the ps2, but I always felt that it jumped the gun. Sony 'stole' nearly the entire gaming market from sega and Nintendo. Sega appeared to have been secretly developing a sony killer console, but then news hit that Sony was cooking up their own ps1 killer, the ps2. Not wanting to be outdone yet again, the dreamcast launched. About a year or so of further development and the ps2 (which many held off buying a dreamcast for) launched. I wonder if it would have made any difference at all if they would have developed the console further before releasing the dreamcast, since ps2 was still the better buy with its built in fan base and backwards compatibility with the promise of improving the graphics of ps1 games.. maybe rushing to market was the right move after all. They at least sold some units. But it was far from 'dreamcast figured it out first'. They just pushed their console out earlier, and the home pc had already solved these things long before the dreamcast was an idea.

  • @777Eliyahu

    @777Eliyahu

    2 жыл бұрын

    @@stevensavoie856 everything you just said has absolutely nothing to do with the design of the console, but everything to do with marketability. By this time Sega had burned through its good will both retailers and consumers after the triple failure of the sega cd, 32x, and saturn. By contrast, sony edged out the market with its superior branding (mainstream name recognition) and home appliance pack in via the DVD player. The point of my comment is the superiority of DCs design compared to the early 3D consoles. It could push lots of polygons at a wide draw distance (like the N64) and implement detailed textures (like the PSX). Plus, windows CE and power VR made it easy to program for.

  • @chfgn

    @chfgn

    2 жыл бұрын

    I generally consider the N64 to be the first system with decent 3D rendering, but I get what you’re going for with Dreamcast as it can do everything N64 does without the limitations you get from low-storage carts and tiny texture memory, which goes a long way toward producing a picture free of obvious technical compromises.

  • @777Eliyahu

    @777Eliyahu

    2 жыл бұрын

    @@chfgn I agree to the extent that the N64 could create actual 3D worlds, whereas the PSX used 3D as more a visual enhancement when dealing with larger enviroments, if that makes sense. I would be interested in seeing if a homebrew coder could make Ocarina of Time run on the hardware. I do think that for the N64 to use textures in a way that you really need larger media for would probably have made it prohitively expensive to manufacture. Aside from the moving parts, CDs need RAM and lots of it. The best designed N64 games used to cartridge format like a streaming device to send lots of data in and of the working memory at a more rapid pace than optical media would have allowed at the time.

  • @stevensavoie856

    @stevensavoie856

    2 жыл бұрын

    @@777Eliyahu wrong about what I said, but right about what you said. I get it, I wrote one of my typical long winded comments. I'm not in the least bit surprised if people don't read it all. I wouldn't. Liked your reply for the part you got right. I couldn't keep up with sega's desperate products. I got the sega cd module for my genesis, and that was it.

  • @shortcat
    @shortcat4 жыл бұрын

    You forgot to mention the main reason why textures look different: texture filtering algorithm. N64 used 3-point bilinear filter and PS1 used nearest neighbor. it's why PS1 textures are blocky as apposed to blurry n64 ones. Filtering is what affects textures of objects that are close to the screen and it is separate thing from mipmapping: you could have nearest neighbour filtering with mipmaps or bilinear filtering without mipmaps too. Mipmapping mainly affects distant textures, its purpose is to prevent textures whose pixel size is smaller than screen buffer pixel size to alias and shimmer.

  • @AngDavies

    @AngDavies

    4 жыл бұрын

    He touches on it about 8:30, not sure it would have done much without floating point, or even have been possible if your geometry is warping all about the place

  • @bobdylan1968

    @bobdylan1968

    4 жыл бұрын

    @Get a peace! the filtering wasnt the problem. N64s hardware was just superior across the board. Would have looked miles better had there been higher storage capacity for the 64.

  • @bobdylan1968

    @bobdylan1968

    4 жыл бұрын

    @@jiijijjijiijiij yeah.. and sony had its benefits when it came to the size and scope of games purely because of data. But. We are talking graphics here. And in that sense its just not a competition.

  • @blubblurb

    @blubblurb

    4 жыл бұрын

    And probably also space. There was just much more space on cd than on cartridge.

  • @AngDavies

    @AngDavies

    4 жыл бұрын

    @@bobdylan1968 there were other issues with the n64 other than its lack of storage- its texture cache was very small, worsened by the fact that accessing memory from the gpu was very slow untill later in the lifecycle of the console. The memory issues causing severe bottlenecks meant the beefier hardware was very hard to make worthwile, even underperforming the PS1 in real terms. That "muddy" texture complaint on the n64 was often valid, and little to do with bilinear filtering- more that the texture resolution had to be reduced to get around memory issues.

  • @juniorgod321
    @juniorgod3214 жыл бұрын

    When I saw Tekken for the first time, I thought to myself "this is like real life graphics"!

  • @will5948

    @will5948

    4 жыл бұрын

    I remember distinctly saying to a friend after Ocarina of Time coming out that this was it, graphics will stop here, this is basically the real world.

  • @FredM8Beats

    @FredM8Beats

    4 жыл бұрын

    Tekken 3 was the best childhood memories

  • @amilamad

    @amilamad

    4 жыл бұрын

    It real life if you are a character inside tekken ;)

  • @tmacmc2984

    @tmacmc2984

    4 жыл бұрын

    It was Toshinden for me. When I saw the girl fighter, the one with the transparencies, doing cartwheels around the screen I said to my mate "it's like little people inside the TV". I'd been anticipating the new home 3D game machines since I'd had my head blown off in 92 in the Arcade with Virtua Racing. As soon as I got my hands on an import PS1 in late 94 I knew that was it. Games for life Yo!

  • @therunawaykid6523

    @therunawaykid6523

    4 жыл бұрын

    juniorgod321 I’ll never forget forget the first time I played crash warped before it was released on the ps1 in my uncles electronics shop I was amazed by the coco’s tiger levels 😧

  • @opedromagico
    @opedromagico3 жыл бұрын

    4:40 - aaaaa those tigers! I was around 7 years old, this game was in a demo cd.. I had such an enormous fear of the tigers that I couldn't do anything xD

  • @wolfpackflt670

    @wolfpackflt670

    3 жыл бұрын

    That butler was way more scary. No music and you can hear him coming from the sounds of the dishes clacking on the plate he's carrying. It's comparable to Mr. X in RE2.

  • @NGRevenant

    @NGRevenant

    3 жыл бұрын

    @@wolfpackflt670 yeah he was spooky, we used to trap him in the walk in fridge

  • @benwyatt7619

    @benwyatt7619

    2 жыл бұрын

    @@wolfpackflt670 I used to be terrified of the ‘man with the cup of tea’ and had no idea there was an entire game beyond the lake and two tigers at the beginning of the Great Wall lol.

  • @BigudiMuzik
    @BigudiMuzik3 жыл бұрын

    This video gave me such a nostalgia! I’m suddenly in my summer house, my father is still alive, the rain is pouring outside and I’m playing a new game that I just got from the game shop. I wish I could go back in time...

  • @nabilyar

    @nabilyar

    3 жыл бұрын

    That's so sweet. Great memory. Such a good memory.

  • @HuGiv5

    @HuGiv5

    2 жыл бұрын

    God bless man 🙏

  • @voidofhope6259

    @voidofhope6259

    2 жыл бұрын

    As do I friend. Hope you are having a good day today

  • @retrogamer64007

    @retrogamer64007

    11 ай бұрын

    We all wanna go back in time.

  • @David-zs1xk

    @David-zs1xk

    3 ай бұрын

    I feel you man...

  • @horsthacker6355
    @horsthacker63554 жыл бұрын

    I will never forget the day i got my ps1.... even with just he demos...it was so glorious. How little was needed to get blown away back then.

  • @nabilyar

    @nabilyar

    3 жыл бұрын

    Demo one. The skating downhill. Someone stole it when I took it to school.

  • @__________8146

    @__________8146

    3 жыл бұрын

    Demos were the best back then. :D

  • @aaronwalderslade

    @aaronwalderslade

    3 жыл бұрын

    Demo 1 had Lifeforce Tenka and a game with little ships called Overboard. When the Official PS Mag came out with the metal gear demo I nearly wet myself with excitement. I always though PlayStation power was a better mag than the official once but I always bought both. I was so sad when the magazines closed. It felt like a community and the journalists felt like our team leaders. And there was such a sense of FUN.

  • @DharmaRotary

    @DharmaRotary

    3 жыл бұрын

    it was so spectacular because all the other rivals that time like nintendo where almost absolute junk and keept standards low for years and years mean imagine like just 3 car brands this world , Fiat , Ford and Lexus

  • @salvadordollyparton666

    @salvadordollyparton666

    3 жыл бұрын

    @@DharmaRotary Lexus...🤨 You mean, Toyota? Not to mention, that's not even the right big 3.

  • @AbacusManify
    @AbacusManify4 жыл бұрын

    I don't remember that Perfect Dark level...

  • @BIG_CLARKY

    @BIG_CLARKY

    4 жыл бұрын

    Yeah lol me neither.

  • @thattonnatoguywithafez8246

    @thattonnatoguywithafez8246

    4 жыл бұрын

    Probably just a regional difference.

  • @ucitymetalhead

    @ucitymetalhead

    4 жыл бұрын

    Ya just had to find a bathroom stand on a toilet and press down.

  • @sh0ryualfa393

    @sh0ryualfa393

    4 жыл бұрын

    Issa secret level lmao 😂

  • @Rendo86

    @Rendo86

    4 жыл бұрын

    tbh I don't remeber it running that smoothly

  • @kemi242
    @kemi2422 жыл бұрын

    I noticed this when I first played a PS1 game in an emulator. Since it looked smooth on real PS1 on a CRT display, I was always thinking this was an artifact of the emulation. Very good explanation.

  • @dr07828
    @dr078282 жыл бұрын

    I think the 2 main reasons Sony omitted the features was that 1. it brought the cost down. 2. Most people were still using CRT TV's and with the scan lines and blurryness, it hid a lot of the issues cause from not having the omitted features. You can even see most of the amazing graphics of the N64 on a crt. I personally didn't realize retro arch fixed those issues, I did notice that PS1 games looked really good on it. But I use a filter that adds the scan lines. so it looks amazing.

  • @Yupppi

    @Yupppi

    4 ай бұрын

    Not a bad point. I've seen some games behave badly on modern monitors, basically devs relied on crt's to do a lot of heavy lifting in making their game nicer than the hardware allowed. The crt's really pulled their weight.

  • @FokkeWulfe

    @FokkeWulfe

    3 ай бұрын

    Is it worth using the filter? I've never used it but I'd love to remove a bit of the "squareness" of the graphics on an emulator. Also sorry if it's a silly question. I'm a bit new to emulators.

  • @dr07828

    @dr07828

    3 ай бұрын

    The filter makes it look like it should. And it looks so much better. So yes.

  • @FokkeWulfe

    @FokkeWulfe

    3 ай бұрын

    @@dr07828 cool. I'll try that next time im on my emulator

  • @jakeroon

    @jakeroon

    2 ай бұрын

    @@FokkeWulfe this advice is dead on. I'll never forget how depressed I was to buy on of those hot new LCD amazing definition tv's to play my ps2 on when they first came out. Only to get it hooked up and to my HORROR it made my games look much much much worse! Another thing this video did not adress is LCD twisting. The way an LCD works is by twisting the crystals to make the image. The video did mention how the ps1 was fast, well: it was far too fast for these Lcd's twist rate to keep up with. (and still is in many cases).

  • @RaspySquares
    @RaspySquares3 жыл бұрын

    who else spent hours playing those demo discs...

  • @36SOAD817HMC

    @36SOAD817HMC

    3 жыл бұрын

    hahahaha yeah i remember thouse days

  • @nonfiction4126

    @nonfiction4126

    3 жыл бұрын

    Those were some of the best.

  • @SteveGameSDG

    @SteveGameSDG

    3 жыл бұрын

    I know I did.

  • @salemsailsail2868

    @salemsailsail2868

    3 жыл бұрын

    Me, played interactive demo disc vol 10

  • @timvandeneng4724

    @timvandeneng4724

    3 жыл бұрын

    Yeahhh mann. I used to play a lot of demos all stuffed up in one disc. God those discs were a serious nostalgic vibe

  • @phirenz
    @phirenz4 жыл бұрын

    I've done some research into the "why" question. The primary reason is that skipping those features allowed Sony to put something on the shelves a full 18 months before their competition. Cost would be a secondary reason.

  • @ultimatejoe71617

    @ultimatejoe71617

    3 жыл бұрын

    Exactly they were first to market. Makes absolute sense

  • @ZeldaTheSwordsman

    @ZeldaTheSwordsman

    3 жыл бұрын

    Secondary, but not minor, considering the pennies pinched elsewhere. That rush to the market is the main way it beat the Saturn; or rather, Sega's reaction to that rush is why the Saturn lost. Sega's dipshit marketers responded to Sony's rush by dashing their own company's console out to the shelves as soon as it was done... despite the lack of a game library to go with it. Meaning the Saturn got off to a bad start that it never really recovered from. And unfortunately, Sega didn't learn their lesson from that fiasco and restrict the marketing department's power.

  • @codahighland

    @codahighland

    3 жыл бұрын

    I think another part of it would be performance. Fixed-point math is a LOT faster than floating-point, and affine transformations are similarly a LOT faster than perspective transformations, and in both cases the required logic is quite a bit simpler as well. Developing a floating-point vector processor that supported perspective transformations would have added substantial costs and significantly increased production time while running a concurrent risk that the games would perform worse. Not supporting mipmapping or z-buffering is probably more a matter of memory capacity and bandwidth. Memory capacity could be mitigated by spending more money on video RAM, but there's less you can do to improve memory bandwidth once the CPU is selected. Given that loading times are already a major problem for Playstation, making it worse by increasing the amount of graphical data that would need to be managed would certainly not be a good idea. (Also, contrary to the video, mipmapping is actually meant to AVOID visual artifacts -- but most automatically generated mipmaps just do simple bilinear scaling instead of having each level of detail be drawn to suit, which results in textures that look blurry. But in general being blurry at a distance is better than chaotic pixel noise from numerically-unstable texture sampling -- the video is right about that.)

  • @sharpcone

    @sharpcone

    3 жыл бұрын

    @@codahighland I'm just wondering. Is ALU only GPU a common place at the time? Or is it just PS One? Modern GPUs are mostly consisted of FPUs instead of ALUs. Modern game engine also use floating point on almost all of its calculations.

  • @codahighland

    @codahighland

    3 жыл бұрын

    @@sharpcone FPUs are a type of ALU, so that's not really a meaningful question. It has always been common to use external hardware to make math faster, and graphics are a very common thing that has math that needs accelerated.

  • @AB-kx4ty
    @AB-kx4ty3 жыл бұрын

    This was the era when generational shifts were possible for consoles. The PS1 was mind blowing based on what went before as was the PS2. These days, amazing graphics are a given and so it's the law of diminishing returns for cinsole makers. Much harder for developers to impress people these days.

  • @andrewsprojectsinnovations6352

    @andrewsprojectsinnovations6352

    2 жыл бұрын

    Agreed. Isn't it sad that alongside generations blurring together (What have we gotten since 7th gen? HD output? High Dynamic Range?) the consoles themselves have largely lost their unique identities? Different sound synthesizers, resolutions, capabilities... There was no mistaking an NES game for a C64 one, SNES was clearly distinct from Genesis and Amiga, you had tangible reasons to choose N64, Playstation, or Saturn. And what ever happened to the console mascots?

  • @KasumiRINA

    @KasumiRINA

    2 жыл бұрын

    The PS1 having 3D meant possibilities to have a real three-dimensional gameplay, to change camera in cutscenes, and they could playback audio and video from CD, or just have games with bigger size, and saving on memory card, it all allowed for bigger, more complex games than what was there with 2D cartridge systems and password saving. Graphically, PS2 hit the peak of diminishing returns, but gameplay-wise PS1 was already nearing the possibilities, not the design though, as you can see with FPS shooters of the era being janky and not using the dual stick controls until very end.

  • @1337w334b00

    @1337w334b00

    2 жыл бұрын

    @@andrewsprojectsinnovations6352 What happened to console mascots is that the main demographic the industry targets shifted from young children to teenagers with unsupervised credit card access lol

  • @fredriksvard2603

    @fredriksvard2603

    2 жыл бұрын

    I loved NFS on PS1, that lambo top speed. And then NFS hot pursuit and the Porsche game.

  • @bradojacko8247

    @bradojacko8247

    2 жыл бұрын

    You have to focus on gameplay and then good writing and voice acting. If big developers cared about this, it would be easy to make good games rather than follow ESG scoring regimes and chase the best graphics or virtual reality, which will be the next great push.

  • @criznittle968
    @criznittle9683 жыл бұрын

    I love when a KZreadr knows their shit, and MVG is at the top of his game.

  • @DannyWilliamH
    @DannyWilliamH4 жыл бұрын

    First time I saw a Playstation it truly changed my view of what a game could be. I'm an 80s baby so I came of age in the 90s. My first console was an NES and then I got a Sega Genesis (Mega Drive) for the 16bit gen. I somehow missed the start of the next gen and the Playstation entirely. About a year after launch in NA and I didn't even know it existed! One night my older brother comes home from his friend's house with a giant box. I'm playing a Genesis game and he just stands there with this box. He looks at me and says "You gotta see this. Turn that off" I do and he sets the box down to reveal a Playstation with about 10 games in those MASSIVE jewel cases before they switched to the smaller, "normal sized" ones. It looked like alien technology to me 😅 Our friend's dad had been given the the console and games as repayment for a loan or something but they were N64 users. It had just been sitting there so they let my brother borrow it. (Btw, it was the OG model with the composite outputs). We plug it in and the first game we play is a little title I never heard of called "Resident Evil". My brother says something to the effect of "you have no idea how cool this is" as he closes the disc tray and I'm just staring at the back of the case in disbelief that any game could look so cool. It starts and... It.Blew.My.Fn.Skull.Apart. First an FMV that was so much cleaner than my old Sega CD FMVs. Then the game starts and it truly felt like a movie. The awful voice acting and odd controls weren't even noticed because it was like playing a horror movie! Actually playing a movie! The younger viewers cannot have this stressed enough that games were one thing before that console generation and they began to be what you know now within that generation so thoroughly dominated by PS1 & N64. Games themselves changed. We must have played it for 8 straight hours. I recall the sound of the console spinning the disc. I recall what it smelled like, ffs. It changed me. Only a bit later would come *THE* game that gave me that same feeling multiplied about 100x: Metal Gear Solid. That *was* a movie! You were the hero in an action movie better than most actual movies. You WERE Solid Snake. It looks so primitive now and I'll be the first to admit that PS1 & N64 visuals did not age well but at the time they were absolutely amazing. I swear the jitters and such were noticed but only subconsciously as it didn't hurt the experience. It was just how the PS1 looked. It was amazing. We went from 16bit sprites to 3D models walking in 3D spaces. The leap was massive and I took that leap in about 60 seconds on a random weeknight. If too young to have been around, you simply have no idea. It was equal to what you're now seeing with VR but even more-so. PS1 remains my favorite console because of those experiences. I rarely play it but nothing has surpassed it.

  • @TheEgg185

    @TheEgg185

    4 жыл бұрын

    I took a piss then went back to bed this morning.

  • @billboyd1317

    @billboyd1317

    4 жыл бұрын

    DannyWilliamH one day I was riding my bicycle in the 80's and my buddy hands me his Walkman and says you gotta hear this, he had gotten hold of a super early Metallica demo.. the rest is history, shame that to me after cliff died so did Metallica..

  • @DannyWilliamH

    @DannyWilliamH

    4 жыл бұрын

    @@billboyd1317 Fk yeah, man.

  • @tabutog

    @tabutog

    4 жыл бұрын

    I live in a poor country and im from a poor family, i have to rent to play games in PS1 by hourly rate, my first game was resident evil 3 nemesis gave me heart attack and i fell in love woth jill valentine, the story, the gameplay, the game i hate the most silen hill not because its ugly but i just cant handle the fear playing the game so i just told to my self useless game lots of fog cant see a thing, the but yeah i feel what you said there the feeling that you are in control as if you are inside the game as if you are watching a movie, i feel the development of every character and every story and when you finish the games you have this feeling that is hard to explain, those are what i really missed on the games of the old console games, Sorry for my english

  • @rars0n

    @rars0n

    4 жыл бұрын

    Yes. I was born in 1982, so as a kid I had a pong machine, then the 2600, later a 7800, and eventually an NES. We later had an SNES that my grandma bought for Christmas. The SNES was a mind-blower. However, the PSX was more of a mind-blower. I didn't want to admit it at the time because I was really interested in the N64 which eventually got delayed a year, but I remember seeing the first commercials for Ridge Racer and how amazing it looked. Sony also nailed the ads by hiding cheat codes in them, both in video and print ads. That was the coolest shit ever. They heavily targeted the 18+ crowd, not with lewd ads or anything, but just by making the damn thing seem so cool; at that time video games were largely seen by the general public to be a kid's thing. This made the Playstation seem like a thing you had to have. The 3D graphics of the Playstation showed that actual 3D gameplay in the home was really possible. The Saturn had launched first, but its ports of arcade games like Daytona USA and Virtua Fighter were really disappointing. The Playstation made it look like Sega didn't know what they were doing. The Playstation completely shook up the gaming industry. Before then, there was a great rivalry going on between the SNES and Genesis, and both were great game consoles, but the Playstation was a hell of an entrance by Sony, and a clear signal that neither Nintendo nor Sega was infallible. Never before or since has a company entered the gaming market so ferociously and dominated so thoroughly right off the bat. What a time for gaming that was!

  • @Fuzy2K
    @Fuzy2K4 жыл бұрын

    The Genesis had "Blast Processing" The PlayStation had "PiñataVision"

  • @dowskivisionmagicaloracle8593

    @dowskivisionmagicaloracle8593

    4 жыл бұрын

    Blast Processing .... like spending a day on the can after mexican food.

  • @knuckles1206

    @knuckles1206

    4 жыл бұрын

    The NES has "Playable Power" The N64 has "64 Bit Architecture" And the Dreamcast has "'A Mind"

  • @oktayyildirim2911

    @oktayyildirim2911

    4 жыл бұрын

    Woah, Fuzy? From the CStreams?!

  • @Fuzy2K

    @Fuzy2K

    4 жыл бұрын

    @@oktayyildirim2911 Yes indeedy :P

  • @elijahkoufos4638

    @elijahkoufos4638

    4 жыл бұрын

    Genesis does what Nintendont

  • @undefBehav
    @undefBehav3 жыл бұрын

    One of the exceptions I believe was the Doom port for PS1. Because of the unique way the Doom engine tackles the hidden surface removal problem and the texture mapping on surfaces, it supported perspective-correct textures out-of-the-box.

  • @Kenjuudo

    @Kenjuudo

    2 жыл бұрын

    It hasn't to do with hidden surface removal. The doom engine is rather a ray caster. For each column of pixels on the screen it sends a ray in the corresponding angle from the player position and once it hits a wall it draws a pixel column with the height based on the distance the ray travelled. It's something completely different from drawing triangles.

  • @undefBehav

    @undefBehav

    2 жыл бұрын

    ​@@Kenjuudo The rendering technique used in the Doom engine is not a raycaster even remotely. By the term "hidden surface removal", I actually meant the approach the engine takes for space partitioning (namely, binary space partitioning) to determine the order in which the level geometries are going to be drawn on the screen, effectively removing any surfaces/walls hidden or occluded away by geometries that are closer to the camera. From there, the engine just projects the world-space coordinates of those level geometries to screen-space, and performs a linear interpolation of texture coordinates between them, resulting in a perspective-correct mapping of textures.

  • @c0d3_m0nk3y

    @c0d3_m0nk3y

    2 жыл бұрын

    You can't look up and down in Doom. That means, wall polygons can be rasterized vertically and floor polygons can be rasterized horizontally with simple linear interpolation without a perspective division.

  • @Kenjuudo

    @Kenjuudo

    2 жыл бұрын

    @@undefBehav It's a raycaster. I know because I made one.

  • @undefBehav

    @undefBehav

    2 жыл бұрын

    @@Kenjuudo So did I, and it is not-but Wolfenstein3D is. It was though, in its early stages, an enhanced version of the Wolf3D engine, but at some point they had to replace it with a BSP-based renderer after realizing certain level geometries slowed the engine down almost to a halt.

  • @dyneslair3158
    @dyneslair3158 Жыл бұрын

    Awesome video. I appreciated how you looked at the actual architecture of the hardware. Most people see a computer as a computer and have no idea just how much the design of a system and its individual chips impact functionality and the way that the games need to be developed.

  • @MetalJesusRocks
    @MetalJesusRocks4 жыл бұрын

    Fascinating! I always wondered this myself, especially as you mentioned in the video, when you go back and play those games today. It's very noticeable.

  • @retrosoul8770

    @retrosoul8770

    4 жыл бұрын

    Games later in the lifecycle of the system were improved compared to earlier efforts. Just look at Einhander (an incredible shooter btw), or Omega Boost, Ridge Racer Type 4, Tekken 3, Disruptor, Colony Wars Vengeance, the amazing Quake II port etc. There's a good handful of great lookers by the standards of the generation. Esp on a Crt with S-Video at least, good image quality and sharp textures relative to the time (unlike most N64 games).

  • @rars0n

    @rars0n

    4 жыл бұрын

    It's much more noticeable because of the display you're using. Back in the day, on a regular CRT TV with at best RCA connections, it wasn't nearly as problematic. I kind of prefer playing these types of games on older monitors for that reason, or just correcting some of the graphical problems through emulation.

  • @devonholden6292

    @devonholden6292

    4 жыл бұрын

    I'm gonna be that guy. MetalJesus?! You watch MVG's channel, too?

  • @rars0n

    @rars0n

    4 жыл бұрын

    @@devonholden6292 I'm pretty sure most of these guys watch most of these channels, not only because they enjoy gaming but also so they don't make the same video that someone else already made.

  • @sparcx86channel42

    @sparcx86channel42

    4 жыл бұрын

    you play arcade games on LCD you won't see the difference.

  • @theblubus
    @theblubus4 жыл бұрын

    I know why Sony left out those features... [Sony Exec approaches microphone] "299" [Sony Exec exits stage]

  • @r.u.s.e3586

    @r.u.s.e3586

    4 жыл бұрын

    Yea they were *really* betting on that price tag.

  • @aidanbrumsickle
    @aidanbrumsickle3 жыл бұрын

    I felt like the jitter and everything really added to the atmosphere of games like Tomb Raider. I almost wish I still had a CRT TV to play it on.

  • @swayybaby9772

    @swayybaby9772

    3 жыл бұрын

    They’re cheap nowadays you can get one for like 90$ or less

  • @Right_Said_Brett
    @Right_Said_Brett9 ай бұрын

    Great video; very informative. Please would you consider making a video about the technicality of anti-aliasing? I've always wondered about the specifics of that coding.

  • @sharkinahat
    @sharkinahat4 жыл бұрын

    No Z-buffer? Dang, I'm amazed we got any 3D on PS1.

  • @zummone

    @zummone

    4 жыл бұрын

    And yet the system was fast enough that it could bruteforce 3D through simple painter's algorithms and even add geometry subdivision on top of that.

  • @DanielMonteiroNit

    @DanielMonteiroNit

    4 жыл бұрын

    Consider this: many early 3D games for the PC didnt rely on Z-buffering. that's one of the main reasons it would require a Carmack on your team to ship a game.

  • @DanielMonteiroNit

    @DanielMonteiroNit

    4 жыл бұрын

    @If you laugh you sub! on par with Quake, I would say. If you take something like Descent (1993), then it was actually behind the curve

  • @Atlas_Redux

    @Atlas_Redux

    4 жыл бұрын

    I seem to recall MDK not having z-buffer or mipmaping on PC either, basing itself on MMX instead of GPU for rendering. Might be extremely wrong though. Been out of the loop for quite some while.

  • @jtsiomb

    @jtsiomb

    4 жыл бұрын

    Pretty much no 90s game on any platform whatsoever used a z-buffer. It's very expensive unless implemented in hardware. You can do 3D graphics without a z-buffer.

  • @DjNikGnashers
    @DjNikGnashers3 жыл бұрын

    The first time I played 'destruction derby' I thought it was amazing. 20 cars all with their own real-time damage. Now I see old clips, and it looks like somebody smashing a lego set up.

  • @jackwgn

    @jackwgn

    3 жыл бұрын

    That's what I thought about twisted metal. When the cars get damaged and then explode. Looked incredible at that time, distracted from the screams that all sounded the same when you died.

  • @swine13

    @swine13

    3 жыл бұрын

    I used to sit and daydream about what my life would be like if I had that game... :( Then again, nowadays I could buy something like wreckfest but I dont...

  • @jikkme

    @jikkme

    3 жыл бұрын

    @@swine13 Wreckfest is fun. You should give it a shot.

  • @user-no7mz1pb2f

    @user-no7mz1pb2f

    3 жыл бұрын

    @@swine13 i agree with paul. Wreckfest is really fun and basically a modern version of destruction derby

  • @CoalCoalJames

    @CoalCoalJames

    3 жыл бұрын

    One of the first games I got, good times~

  • @TXFDA
    @TXFDA2 жыл бұрын

    Neat. I was always curious about the wobbly models and textures. Appreciate the video! I actually specifically went looking for something like this because I recently started using the PS1 emulator 'Duckstation', and noticed some settings that remove the wobble, which got me curious.

  • @joshbest24
    @joshbest243 жыл бұрын

    I originally thought that maybe the developers were pushing more polygons than the system could handle so it warped due to the polygons swapping around or something, but I remembered that games that used flat shaded polygons like the Tobal games did not warp like that so it must have been to do with the textures

  • @felixalonzo2847
    @felixalonzo28473 жыл бұрын

    Perfect Dark reminds me of Mario 64 everytime I play it.

  • @TheDeadAlewives

    @TheDeadAlewives

    3 жыл бұрын

    XD I was thinking the same thing.

  • @DjSaltyDog

    @DjSaltyDog

    2 жыл бұрын

    I read this comment before watching the video and was initially puzzled aha

  • @sebastianelytron8450
    @sebastianelytron84504 жыл бұрын

    Still remember my joy when my parents bought me a PS1, it was literally the greatest thing on the planet when it first came out.

  • @timgo2345

    @timgo2345

    4 жыл бұрын

    Your image is from a game I played when I was 6-7 years old! After many years of searching it last year I finally found it (Little Big Adventure)

  • @ReinaldoGonzalezreix2x

    @ReinaldoGonzalezreix2x

    4 жыл бұрын

    I remember when I get my "polystation" it was a Chinese Nintendo NES clone.. Jaja that was a bummer but in the end it was fun too jaja

  • @jtjones4727

    @jtjones4727

    4 жыл бұрын

    I remember that time also. Except I went with the N64 instead. Which don't get me wrong, at the time I was amazed the first time I played Mario 64, it was a revolution. But I remember also thinking, dang, the PS uses CDROM, that's some high tech $hit there, I wish I had one of those also. But then when the PS2 came out, I jumped on board right away. Of course I jumped on Gamecube also when it came out. Finally, I thought, Nintendo is embracing modern hardware. Wow, how times have changed.

  • @Ralph_Sandwich

    @Ralph_Sandwich

    4 жыл бұрын

    My brother in law brought his PS1 over to our house when he was just dating my sister in 94 with Street fighter alpha and destruction derby. My and my little brother were absolutely blown away by every aspect of the system from the start up sound to the insane graphics and sounds. We had the the SNES and NES in our room and when my sister kicked us out of her room and we had to go back to playing the SNES it just wasn't the same anymore. We immediately conjured up a plan to mow lawns, wash cars and do what ever else we could for money that year to buy our own PlayStation. Good times.

  • @muaries12

    @muaries12

    4 жыл бұрын

    Playing soccer games in ps1 was a godlike feeling back in 98' I never owned nothing better that a clone snes but pulling allnighters at friends houses was great

  • @inverse_of_zero
    @inverse_of_zero2 ай бұрын

    First time watching, very informative, subscribed to a fellow Aussie, thanks! I just purchased a HDMI modded PS1 so this video is timely. Happy retro gaming 🎮

  • @InfraredVisuals
    @InfraredVisuals2 жыл бұрын

    Thanks for providing all of this info. Back in my childhood, I haven't got to experience any of these. Having insights really helps as I am learning VFX & Game Designing.

  • @izzieb
    @izzieb4 жыл бұрын

    Video about Saturn using quads? Would be a good follow on from the recent videos.

  • @georgeschannel9411

    @georgeschannel9411

    4 жыл бұрын

    Yes! Please do a Saturn video. Also, would love an analysis bon why the Saturn loads games a lot faster.

  • @daviddyer3543

    @daviddyer3543

    4 жыл бұрын

    @@georgeschannel9411 Same here. Also, talk about how Traveller's Tales had to make some custom rendering code for Sonic R to get some convincing textures and get around the disadvantages of the VDP1/VDP2 setup on the Saturn.

  • @Liam3072

    @Liam3072

    4 жыл бұрын

    @@jiijijjijiijiij Regarding the way the Saturn handles transparency, there's a super-insightful video on YT from a chinese guy (I think) explaining in details how the VDP1 and VDP2 work and what are their limits regarding transparency. It's extremely detailed yet pretty easy to understand and covers pretty much everything one needs to know about this on the Saturn.

  • @noop9k

    @noop9k

    4 жыл бұрын

    VGEDRR Saturn has several implementations of transparency at once and each imposes limitations that easily become a deal-breaker.

  • @noop9k

    @noop9k

    4 жыл бұрын

    Actually, both 3DO and Saturn render quads in a similar way and with similar flaws.

  • @SumeaBizarro
    @SumeaBizarro3 жыл бұрын

    I like how indie horror game inspired by silent hill especially in PS1 style retro presentation, low poly 3D graphics, it emulates the wobbliness of 3D increasingly stronger whenever the game has a paranormal moment among other types of effects and it enhances some moments in fun manner when the effect is simulated and strengthened.

  • @botez5671

    @botez5671

    Жыл бұрын

    Haha you said among

  • @drpleaserespect

    @drpleaserespect

    Жыл бұрын

    @@botez5671 🗿

  • @sssj806

    @sssj806

    Жыл бұрын

    ​@@botez5671 did you want him to use amongst?

  • @wenstafarni
    @wenstafarni3 жыл бұрын

    Most of this went straight over my head but I watched it all from start to finish. Very good video

  • @jojohill27
    @jojohill273 жыл бұрын

    Awesome video thanks for the effort in bringing us this fantastic knowledge

  • @srhalnon
    @srhalnon4 жыл бұрын

    4:05 - Mip mapping doesnt make things blurry.(as long as your displaying the right mip level at the right distance). Mip mapping in fact makes it so that surfaces farther away look clearer. It comes down to making the size of the texture match more closely with the actual number of pixels used to display that texture on the screen. Like if you have a 512x512 texture. But your texturing a plane that is far away from the camera, than the plane will be taking up far fewer pixels. Lets say 50x50. If you use the originla 512x512 texture, it may appear MORE blocky and not look like anything at all. Thats because youre actually losing a ton of color info. on that 50x50 grid, 2 adjacent pixels are actually from 2 pixels that are really far away from each other on the texture. So none in between pixels from the texture get represented on screen. However, when you mip-map, you're downscalling, but your also bluring. So than lets say you generate a small mip-map of like 64x64. Now each on of those pixels in the mip texture is the average of an 8x8 block of pixels in the original texture. So now if you use that 64x64 mip map to texture than small plane, 2 adjacent pixels on the small 50x50 plane represent larger regions of the original texture, and far less color detail would end up being lost. Source: im a gpu software engineer.

  • @jawn892

    @jawn892

    4 жыл бұрын

    I agree. I think the n64 looked blurrier because it used interpolation over very small textures because its texture cache was so small.

  • @jawn892

    @jawn892

    4 жыл бұрын

    @Nicky Poundtown no, antialiasing is sub-pixel rendering--it'd make things less blocky using nearest neighbour interpolation, but not "blurry"

  • @srhalnon

    @srhalnon

    4 жыл бұрын

    @@jawn892 What your talking about is filtering. Linear vs nearest.When your rendering a textured plane, each vertex will have a texture coordinate associated with it. These texture coordinates tell the gpu which region of the texture to overlay on the plane. The texture coorinates are interpolated accross the surface as the frame is rendered. The interpolated coordinate may not fall directly on the center of a pixel on the texture. How you handle this situation is what filtering is. Nearest filtering finds whichever pixel in the texture that the texture coordinate is inside and uses only that color. Linear filtering will average pixel colors together with neighboring pixels, probably proportionally to how off center the texture coordinate is. This creates a smoother image because you are losing less detail. For low resolution textures displayed on a large surface, this can make things appear blurry.

  • @jawn892

    @jawn892

    4 жыл бұрын

    @@srhalnon yes... but I don;'t disagree,. Indeed I said that it was linear filtering that was making the n64 blurry because it was extrapolating over a larger area because its texture cache was small. In a separate reply I was saying that anti-aliasing is not the same as linear filtering...

  • @GiuseppeGaetanoSabatelli

    @GiuseppeGaetanoSabatelli

    4 жыл бұрын

    I remember when RAGE came out, it was a massive achievement in texture streaming and "4K textures." It had beautiful backgrounds. The issue I ran into with RAGE, though, was that they didn't spend enough time on some of the uh... closer textures. Looking at a small plant on the ground and having it be a blurry mess of a few pixels. xd

  • @ricklucas6216
    @ricklucas62164 жыл бұрын

    I was about 12 or 13 and saved up all my pennies and walked into Funco land to buy a Nintendo Virtual Boy in 1995. The employee looked and me and said "Why don't you save up your money for something you really want, like a PlayStation". $300 seemed like so much money I would never be able to get it but he made me think that it could be a reality. I was able to save up enough and bough it maybe around October 1995. All I had was the pack in demo disc which was amazing. I can't even hook it up to any of our TV since they only had RF. I had to connect it to a VCR and then our TV. I was extremely excited about Wipeout and Twisted Metal coming soon. It was an amazing time. Then later, FFVII changed everything again.

  • @anss321

    @anss321

    4 жыл бұрын

    You got duped. Just imagine what that Virtual Boy would have netted you on eBay today.

  • @thatJimwiththenes

    @thatJimwiththenes

    4 жыл бұрын

    Yeah but he got to grow up playing good games.

  • @anss321

    @anss321

    4 жыл бұрын

    @@thatJimwiththenes Sure, a Virtual Boy might had a small sad headache inducing library of games, but it doesn't have to be turned upside down to work. So there!

  • @federicodagostino6437

    @federicodagostino6437

    4 жыл бұрын

    ​@@anss321 my playstation is from 1998 and works like the first day it got powered on. It also has a modchip. it doesn't need to be turned upside down.

  • @anss321

    @anss321

    4 жыл бұрын

    @@federicodagostino6437 That's not surprising. By 1998 they had fixed the problem.

  • @velvetbutterfly
    @velvetbutterfly2 жыл бұрын

    I played through/watched a lot of PSN masterpieces, the FF trilogy on the system, MGS, RE1-3, MegaMan, a few others. but I only remember the texture warping and wobbling even happening on Silent Hill, which just added to the unsettling psychological horror of the strange worlds the town switches between.

  • @aloluk
    @aloluk Жыл бұрын

    This is going to take me back. My first games job was on PSX making a racing game. I've fond memories programming those Order Tables as well.

  • @Dosmod
    @Dosmod4 жыл бұрын

    I used to tell everyone that the walls were alive in all playstation games back then, and they all either laughed at or ignored me. And then 20something years later I finally find this video! HA

  • @luism8612

    @luism8612

    3 жыл бұрын

    Dosmod 2020!!!!

  • @shitmultiverse1404
    @shitmultiverse14044 жыл бұрын

    "So, to show the capabilities of the ps1, i ported Doom Eternal..."

  • @dycedargselderbrother5353

    @dycedargselderbrother5353

    4 жыл бұрын

    "...over the weekend"

  • @rerewewrwrwrw

    @rerewewrwrwrw

    4 жыл бұрын

    "...back in the day you might have played my previous port, crysis"

  • @KrazedHeroYT

    @KrazedHeroYT

    4 жыл бұрын

    so accurate. all of the replies are, too.

  • @kaywhy687

    @kaywhy687

    4 жыл бұрын

    KrazedHeroX p

  • @retrogamerfan123

    @retrogamerfan123

    3 жыл бұрын

    Doesn’t count till it gets ported to a tiger electronics watch good luck :)

  • @Karthex
    @Karthex Жыл бұрын

    Good video, it's something I always noticed even when the console was current but just chocked up to hardware limits. I also had a N64 but the texture blur bothered me more than the polygon shifting for the odd multiplatform games, which funnily enough Megaman Legends/64 was the big one for me. With how many more games weren't multiplatform at the time though it didn't really end up mattering much, you just played the games that were available for what you had.

  • @balaam_7087
    @balaam_70873 жыл бұрын

    This was incredibly informative and fascinating. Awesome video!

  • @reallybigmistake
    @reallybigmistake4 жыл бұрын

    0:20 A lot of people don't know this but Sony released an arcade board based on the PS1 called the ZN-1, the difference from the PS1 was that the ZN-1 used a ROM board to play the game instead of a cd drive/cd rom and it had 2MB of VRAM instead of the 1MB on the PS1. Sony never made any arcade games, they licensed the ZN-1 to companies like Capcom, Namco and others. The Namco System 11 which plays Tekken, Soul Edge and other games is a licensed Sony ZN-1!!!

  • @rjsmith2007

    @rjsmith2007

    3 жыл бұрын

    That's a brilliant move.

  • @maxxdahl6062

    @maxxdahl6062

    Жыл бұрын

    That was capcom's revision of it. Sony's was the System 11. ZN-1 had a custom capcom made audio set up, where as System 11 used the default PS1 audio hardware, that's why emulation was pretty much silent for ZN-1 games in the beginning where as it was there from the beginning with System 11 emulation. It was capcom proprietary.

  • @robwyatt
    @robwyatt4 жыл бұрын

    The warping, affine mapping, or lack of perspective correction is really nothing to do with the lack of a depth buffer and more to do with the fact it requires a divide at every pixel. Yes, to do perspective correction you do need to at least compute the depth value, specifically 1/depth, but you don't have to put it in a buffer. This was the mid 90's and hiding the cycle latency of a divide at the pixel level would have been tricky, aka impossible, don't forget at this point in time 3dfx wouldn't be out for another couple years. Think how simple the raster engine was, with no filtering or no mip-mapping, affine texture mapping is literally 2 integer adds per pixel, technically they are fixed point adds but they are still integers. In addition the values you add are constant for the scanline and they can be done in parallel so the visible cost is an integer add and a memory access for the texture and a final output write - it was pipelined but trivially like an old CPU. Yes it has to do a little bit of extra work at the edges of a triangle to compute gradients etc but the main pixel operations while trivial were not free, in fact, the pixel engine would go twice as fast if you didn't texture map because it didn't have to do any of this (Naughty Dog were the best at taking advantage of this, Crash is flat shaded because his polygons were so small they weren't worth texture mapping, may as well flat shade them and get 2x performance). To add a divider to this trivial pixel logic would have been insane, it would have crippled the performance, would have made the chip huge. Even with the GTE dealing only in integers if you divide them you end up with a fraction. This divide doesn't need to be floating-point, not even close, but the result does need enough fraction bits to be useful. Even with the PS1 GTE integer resolution you'd probably be looking at a 32bit divide which is a sucky operation, it takes a lot of silicon or its inherently slow, the faster you make the operation the bigger it gets in silicon area and you rapidly get into diminishing returns. Even today on a modern CPU an integer add probably only takes 1 cycle whereas an integer divide might take 8 or 10 or more - its a difficult operation to do in silicon. Modern GPUs hide the divide (and every other operation) by massive pipelining which had barely been invented at the time of the PS1. Later GPUs in the generation, like the N64, did use what we would call a modern pipeline. The N64 was derived from silicon graphics which had a history of graphics hardware (Nvidia and 3dfx both came out of SGI). To be honest, omitting the depth buffer is more of a mystery but they do get complicated quickly and they carry a lot of state. On the surface they are simple but you need comparison modes, you need to read and write it at every pixel so bandwidth is higher, you probably need alpha test so you can do polygons that only fill the depth buffer on non-transparent pixels, you need to be able to turn it off particularly for rendering anything blended - it all adds complexity. In addition, the GTE didn't generate usable depth values so it would need to be more powerful. Without perspective correction, a depth buffer can have some weird artifacts, two intersecting polygons will intersect in a curve and if the polygons are large it can be very visible, and as it moves, very distracting. Its the same error as the texture warping just manifested in a different way. The PS1's graphics were terrible and they could have only existed in the window when the PS1 was released. Any earlier it wouldn't have been possible at all in a consumer device and even a year later it would have been a totally different device with perspective correction and depth buffers.

  • @ModernVintageGamer

    @ModernVintageGamer

    4 жыл бұрын

    Great post Rob 👍

  • @reanimationxp

    @reanimationxp

    4 жыл бұрын

    Thanks for the insight! I find this subject fascinating and often wondered "why would they release the console with those glaringly obvious problems", but then I realize that Atari released a console with terrible resolution capabilities despite better options being available. The 3DS is a fairly recent portable console and has blocky, shitty, non-antialiased graphics for most games. Sometimes it makes sense to be first to market, be cheaper, or have an easier development pipeline and there's always capability vs cost decisions that have to be made. Most end users aren't me and are there for the game, not the graphics tech, and won't care or maybe even notice the things I do.

  • @lopwidth7343

    @lopwidth7343

    4 жыл бұрын

    Very interesting(and hard to understand) What did you do if one can ask? That insight must mean you worked closely with ps1 or similar hardware at the time

  • @robwyatt

    @robwyatt

    4 жыл бұрын

    @@lopwidth7343 I have worked on a lot of console hardware and software. I didn't work on the PS1 hardware but did write lots of really high perf software for it (all asm). I was the system architect of the orginal Xbox, I worked on the graphics system for the PS3, I was a founding member of the Sony ICE team. On the software side, I did the PS2 engine for Ratchet and Clank at Insomniac, I did their PS3 engine too for Ratchet and Resistance. I pretty much left the games industry at this point, consoles these days are boring because they are just PCs - its very ironic me saying that because we did it first with the Xbox. The stuff Dimitri covers in these videos is the golden age of video games. I was the system architect of the MagicLeap hardware, well the graphics side but also the base processor. I had nothing to do with the optics or the industrial design. AR gives me a headache but it was a good thing to work out, a completely different way of looking at graphics. Today I do a lot of work with custom cameras, custom image processing, AI, machine vision. Some of it uses GPUs, some of it uses embedded hardware, some of it is FPGA completely custom. I should write a blog, I have some great stories.

  • @lopwidth7343

    @lopwidth7343

    4 жыл бұрын

    @@robwyatt Thanks for the detailed reply. Im nowhere near a level to understand exactly what you say(i gave up on first level of asm study course) but interesting anyway. Back in mid-late 2000 i could listen to john carmack speak and only actually understand 5% maybe. The resistance engine felt heavily in line with the way id software and valve did engines. Was that on purpose or just a coincidence of the time? Felt like a vsynced quake engine of sorts, as if you designed it with same principles. Or is that just missing the point completely and nothing much to do with designing the subsystems and data handling, or what goes into writing a game engine?

  • @junkie2100
    @junkie21002 жыл бұрын

    omg, watching you play spyro on a commodore screen brought me back. that was literally my exact gaming setup as a kid

  • @ZackRToler
    @ZackRToler Жыл бұрын

    I remember being amazed by 3d graphics when I was a kid. I was a Genesis and SNES kid from the start so most of my memories of early 3d games is kinda fuzzy. So when emulating these old games from my childhood and seeing the wobblyness I got curious and came here.

  • @sstephiL
    @sstephiL4 жыл бұрын

    The most realistic game for me, back when I was a kid and when I got my hands on PS1, were Driver 2. Im into cars from very little steps, and I always wanted to get some game where I can crash cars and see them actually damaged. I had that one disc without any name on it, but it was PS1 game that came with the console. Few minutes later, I was crashing all over the place in Havana. I remember my dad bringing out the Gran Turismo 2 out of the birthday present box, I was blown away. I couldnt get out of the room because of it. What a genius time for consoles and games that was.

  • @speedwolf
    @speedwolf4 жыл бұрын

    4:00 Perfect Dark isn't quite how I remember it…

  • @marzdd9228

    @marzdd9228

    4 жыл бұрын

    Mandela effect...

  • @thewallduck2022

    @thewallduck2022

    3 жыл бұрын

    Must be cartridge tilting

  • @_longgaming
    @_longgaming10 ай бұрын

    Great video, very informative. As for emulation, I fall into the group that loves decking out the graphics until the game looks like a HD Remaster. I like playing PS1 via emulation on Retroarch using the Beetle PSX HW. I really like the ability to adjust the PGXP operation mode and PGXP Perspective Correct while upscaling the graphics as high as my PC can take. I know a lot of people like you mentioned in the video that like playing things bone-stock the way they were played originally played, which is cool too. I guess that is the beauty of emulation, we can all choose how we want to play!

  • @Nostalgia_Realm
    @Nostalgia_Realm2 жыл бұрын

    Interesting! I've noticed that CPU renderers for PCs in general also has always had the same warping issues. So it seems to lack a z-buffer. I wonder if it would it otherwise be too complex to render for the CPU? I don't know if Microsoft's WARP renderer has this same issue. But I've seen it in older games like Toy Story (2?) that include a software renderer.

  • @alexandernorman5337

    @alexandernorman5337

    2 жыл бұрын

    Yes, it is the result of not having a Z-buffer. Triangle vertices have X, Y, and Z coordinates. And the texture coordinates within them also have X, Y, and Z coordinates. But the Playstation's 3D renderer has no ability to work with Z. And the Geometry Transfer Engine didn't have the extra MAC for it either. The Playstation was built for speed. For it's time it could produce a very high polygon count. And they took some significant shortcuts in the precision of the math units and their number in order to get that speed.

  • @mleise8292

    @mleise8292

    2 жыл бұрын

    I've written a software rasterizer for a Pocket PC years ago just for fun. The warping of textures especially close to the camera is not an artifact of a missing Z-buffer, but was necessary sacrifice for performance, because the required divisions for perspective correction were very costly. Essentially the rasterizer treated 3D triangles as 2D ones with only X and Y coordinates plus texture coordinates _linearly_ interpolated between the vertices. That means, textures could be rotated, scaled and skewed within a triangle, but never have a sense of perspective where the texture scale shrinks with distance. Now think of your typical video game wall made up of 2 triangles. Triangle A has the vertical edge close to the camera (and one vertex at the far end) and triangle B has the vertical edge at the far end (and one vertex close to the camera). Triangle A's vertical edge will be large on screen and cause a large vertical texture scale while looking skewed towards the vanishing point in the distance. Triangle B will see a small vertical texture scale and skew in the opposite direction. This is what causes the apparent kink or warping in the image. Take a look at images for "affine texture mapping" to get the idea. To add perspective correction, the rasterizer needs to also know the Z coordinate of each vertex and change the texture scale based on depth. The code for that ends up with a division operation for each pixel, IIRC, and that made it unbearably slow. The cheaper hack was to just divide the triangles with the most apparent warping into smaller ones. Obviously you cannot escape the division necessary for projecting a 3D vertex onto a 2D screen, but now you only have to perform a couple for the new vertices instead of one each pixel. For example the windows in the Lara Croft PS1 footage at 3:14 appear to be subdivided into 8 quads, each with it's own little warping. At 3:18 you can see the game engine refining the sub-division for the crates on the right.

  • @MrMarinus18

    @MrMarinus18

    2 жыл бұрын

    I is important to keep in mind that in 2D games a Z-buffer does nothing but is still sending values that go unused. At the time 2D games were still very common so including a Z-buffer increases cost and actually decreases performance in many games.

  • @NLind

    @NLind

    2 жыл бұрын

    I noticed that in the original Descent, if you set the graphics to Lowest you get the warping textures.

  • @segaunited3855

    @segaunited3855

    2 жыл бұрын

    @@alexandernorman5337 PS1 maxed out at just under 100k Rendered Polygons.

  • @04dram04
    @04dram043 жыл бұрын

    The PS1 warping drove me crazy, and I didnt understand why no one was talking about it back then

  • @AB-ub9nd

    @AB-ub9nd

    3 жыл бұрын

    No one was talking about it because no one knew what 3D was supposed to look like. Also crt TVs provided a lot of natural AA.

  • @segaunited3855

    @segaunited3855

    3 жыл бұрын

    Because on smaller CRTs the pixels and artifacts were easy to conceal. That's why PS1 has aged so poorly.

  • @pb6198

    @pb6198

    3 жыл бұрын

    Because it was for cheaper than the Nintendo

  • @swine13

    @swine13

    3 жыл бұрын

    @@pb6198 I dont see what price has to do with whether or not people were talking about graphics jittering. Stop trying to bait people.

  • @pb6198

    @pb6198

    3 жыл бұрын

    @@swine13 I'm not baiting people. If something is massively cheaper. Is it not expected that you'll find certain drawbacks 😐😐

  • @wfjhDUI
    @wfjhDUI4 жыл бұрын

    1:16 Resident Evil 2 looked that good on N64?! WAHT???

  • @FoxUnitNell

    @FoxUnitNell

    4 жыл бұрын

    Yeah, they look like the dreamcast port. The 3d polygons in a fixed camera angle against 2d images must have been the 3d models were beasts of the era.

  • @inakibolinaga8078

    @inakibolinaga8078

    4 жыл бұрын

    @@FoxUnitNell That makes me dream of nintendo using discs instead of cartridges, it would been incredible

  • @ndr2q

    @ndr2q

    4 жыл бұрын

    I don’t think it was that pronounced at the time, and the shots/scene compared here are not the same. But that said, the N64 was a much more powerful system - N64 had a 93Mhz CPU compared to only 33Mhz in the PlayStation, and it had a much more powerful GPU and hardware antialiasing, and much faster loading due to the cartridge format. It did not suffer from the pixel or texture wobbling either. But the N64’s cartridge media was also its achilles’ heel, since they were expensive, low-capacity, and nobody wanted to develop games for them. Thus, the PlayStation won out in the market, despite the N64 being more powerful.

  • @leoleonvids

    @leoleonvids

    4 жыл бұрын

    That looks like it's probably using the Memory Pak or upscaled in an emulator. Definitely not 320x240.

  • @crashoveride879

    @crashoveride879

    4 жыл бұрын

    @@leoleonvids iirc re2 ran at a high resolution on console

  • @Ghosthound_X
    @Ghosthound_X2 жыл бұрын

    It wasn't really about the graphics with PS1 it was more the style and the look of PS1 games that got me. And the TV commercials for the games were amazing. I specifically remember the tv commercials for Metal Gear Solid and Final Fantasy VII making a huge impression. Really I wasn't blown away by graphics until we got our first look at the Sega Dreamcast. Looking at Dreamcast graphics felt like looking at the future.

  • @quackmandoo
    @quackmandoo2 жыл бұрын

    Hoping this will help me better understand my emulator settings. Keep up the great content! Congratulations on 666k subs!😂👍✌️🎉

  • @MarcoGPUtuber
    @MarcoGPUtuber4 жыл бұрын

    MVG. I thank you for answering this question that has sat in the back of my mind for 25 years. As a youngster, we argued over whose graphics were better, N64 or Playstation. I kept pointing at the warbliness as my argument for N64 and my friends refused to see it. Especially on comparable games like Vigilante 8. Thank you for validating this. I have learned one thing from this video. We argued about stupid things as kids.

  • @DJ_Dopamine

    @DJ_Dopamine

    4 жыл бұрын

    Now the kids argue about Tflops and don't understand what they are talking about either!

  • @ThePeacePlant

    @ThePeacePlant

    4 жыл бұрын

    @@DJ_Dopamine lol, lots of adult nerds fighting about it. With myself, I'm still getting the PS5. I am not worried about the strongest. I want the most reliable and great game library

  • @ThePeacePlant

    @ThePeacePlant

    4 жыл бұрын

    @Random Person I really need to get my hands on one. I have be debating it for too long, but I need to finally take that step forward

  • @blackmetal4546

    @blackmetal4546

    4 жыл бұрын

    @@ThePeacePlant I got a switch 3 months ago and I do not regret it.

  • @inakibolinaga8078

    @inakibolinaga8078

    4 жыл бұрын

    Being the most powerful doesn't mean anything if you dont have the best games!

  • @EastyyBlogspot
    @EastyyBlogspot4 жыл бұрын

    I remember John Carmack was not a fan of the warping, Doom for the saturn apprently had a version of Doom running with High frame rate ....but texture warping and John got the developers to change it....to the port we got (which was not good)

  • @CrowCZ

    @CrowCZ

    4 жыл бұрын

    Which is pretty funny considering how bad warping was in original Quake 2 (or Q2 based games like Kingpin).

  • @DaveVoyles

    @DaveVoyles

    4 жыл бұрын

    Yes, my understanding is that John refused to have ports of DOOM use graphics hardware, and instead relied on the CPU to do all rendering, which was the point of contention for many of the folks doing the ports.

  • @Jerry4050

    @Jerry4050

    4 жыл бұрын

    In the end he left Id software since he ask too much for his games. Rage was a complete flop since he wants mega textures.

  • @leoleonvids

    @leoleonvids

    4 жыл бұрын

    It's impossible for the Saturn to get texture warping as it only uses quad polygons (or more specifically, deformed sprites.) The reason as to why the PS1 gets texture warping is because it uses tris and thus the texture is deformed without taking perspective into account due to the lack of a z-buffer. However, it'd be impossible deform the texture in such a way when you have four sided polygons. If memory serves, the reason as to why Saturn Doom ended up that way was because they went from using both the SH-1 and SH-2 to just the SH-1 for 3d rendering and back and forth. I can't remember correctly however, and it retrospective it might not make much sense....

  • @Atlas_Redux

    @Atlas_Redux

    4 жыл бұрын

    @RW3ints John is a hack?! The man is a literal genius of coding and maths in general. Saying Carmack is a hack is literally some of the dumbest I've ever read. Any amazing mind can make mistakes. Einstein's stubbornness held him back a lot in the later years.

  • @X150t
    @X150t3 жыл бұрын

    I appreciate the in-depth explanation of this instead of something dumbed down. This is really fascinating stuff

  • @guile6
    @guile67 ай бұрын

    It's amazing that Duckstation emulator can increase the polygon/resolution and removed the wobbly effect.

  • @Poki3
    @Poki34 жыл бұрын

    4:09 - I don't remember Perfect Dark looking like this 🤔

  • @sh0ryualfa393

    @sh0ryualfa393

    4 жыл бұрын

    Secret level dude!

  • @thecommenter578

    @thecommenter578

    4 жыл бұрын

    Mistakes were made

  • @Waccoon
    @Waccoon4 жыл бұрын

    Z-buffering requires a lot of extra memory and taxes the cache, so it makes sense to leave it out. I believe MIP mapping is actually done in software, but APIs typically do the hard work of setting up the hardware so it kind of "feels" like hardware does that stuff. I've seen plenty of late-stage PS1 games that have really fast MIP mapping, and I believe GameHut (aka Traveler's Tales) made a video about how they did more advanced texture mapping on the PS1 and Saturn. Based on the original presentation papers, the Commodore Hombre chipset was supposed to support non-filtered integer texture mapping in hardware, and use the CPU with special instructions to do more complex texture rendering. Their architecture was more in line with the Atari Jaguar, but Hombre performance would have been comparable to the PS1 since it used a dynamic cache. The main reason I'm disappointed Hombre didn't get released is that it was designed from the ground up to use OpenGL. Back in the 90's when hardware was still being hard-coded and proprietary APIs were the norm, having a system built around an industry standard API would have been revolutionary. The PS1 was fast, but it still had to be "hard-coded" to get good results.

  • @DrYak

    @DrYak

    4 жыл бұрын

    With "software" mip-mapping, the CPU orders the polygon to be displayed with either one or another mip-map level. The whole polygon 'jumps' suddenly between mipmap levels. On a tilted surface like a floor, the sudden jump will be very noticeable. With "hardware" mip-mapping, the GPU *itself* selects the mip-map level based on the Z coordinate while it is rendering. - At worst, it selects either one or another level *per pixel*. So there's a fixed distance where things start becoming more blurry. (A fixed constant band that is noticeable at a fixed camera distance while moving on a floor), but a polygon can be rendered with multiple mip-maps (though some hardware limit that to two levels). - At best, the GPU will do *trilinear filtering*, it will smoothly transition from one mip-map level to another and mix between them based on the exact Z coordinate. There are no "bands" visible on tilted surface, while simultaneously, there is no aliasing ("shimmering") of texture in the distance. But all this requires having a concept of perspective and having actual Z coordinate. Which is hard to achieve on hardware that only does affine transformation (saturn, ps1), i.e.: has no concept of perspective. It's not truely displaying 3D polygons, it's only stretching square sprites (saturn) or flat triangle (ps1) into weird distorted shapes on the flat screen.

  • @jonathanr0824

    @jonathanr0824

    4 жыл бұрын

    @@DrYak Man you guys are experts! I'm no programmer, just a video game fan. Thanks for the info! :)

  • @prezidenttrump5171

    @prezidenttrump5171

    4 жыл бұрын

    Waccoon spent 28 minutes googling.

  • @catbutler5282

    @catbutler5282

    4 жыл бұрын

    ​@@DrYak typically modern GPUs don't use the Z coordinates to determine mip-map selection, they use the difference in UV coordinates between neighbouring pixels. The larger the UV delta the lower the resolution of the mip-map selected. As such mip-map selection is also influence by rendering resolution, a higher resolution render of the same scene will sample more detailed mip-maps due to smaller UV deltas between pixels. The reason that trilinear filtering often makes textures appear excessively blurred at oblique angles is that it selects the mip-map level based on the UV delta on either axis of a 2x2 pixel sqaure, whichever is largest, and the square maps to an elongated area of texture. Anisotropic filtering solves this by taking multiple trilinear samples along this elongated area of texture before averaging them.

  • @DrYak

    @DrYak

    4 жыл бұрын

    @@catbutler5282 Yes, I am aware of it, I was skipping details for simplicity. (And if you look at the maths, in the grand scheme of things "Z, resolution, blurry vs aliasing slider" boil down to roughly the same as "dU, dV and interpolation") - The "whichever is largest" part is actually configurable on other (slightly more modern) cards. It was always been configurable on 3Dfx family cards, making a balance between blurry or aliasing (shimmering). - Next to anisotropic filtering, yet _another different_ way to increase the details without increasing the aliasing was FSAA. On cards (like 3Dfx Voodoo 5) that rendered multiple full blown frames per frame to achieve the effects (edge antialiasing, motion blur, etc.) each final pixel on the screen ends up being rendered and thus sampled multiple time, but with slight offsets. By tweaking the aliasing balance, you make sure that each sampling is actually sampling different texels. You end up basically doing the same as anisotropic filtering (using 32 texels as input for the final screen output), but without any support for more than trilinear filtering in hardware (each rendered pixel only depends on 8 texels).

  • @Ericnorify
    @Ericnorify Жыл бұрын

    It's interesting thinking back remembering that I did notice the wobbling, but I didn't care at the time. It just was what it was.

  • @drxym
    @drxym2 жыл бұрын

    I never programmed graphics on a PS1 but I did plenty on the PC & Mac and typically you would describe all your triangles in a clockwise direction and then do something called backface culling to remove ones which were hidden - i.e. you did a dot product on the vectors and discarded the triangle depending on the normal facing towards or away from the camera. After that you'd sort triangles by z order back to front and finally render them. Usually worked okay but not when they shared the same z where the order was non deterministic. The great thing about z buffer is you could literally render polys in any order and the pixel value of the nearest poly should show through. I even remember doing stuff like phong and gouraud shading in software. Fun stuff.

  • @StarGazerTom1991
    @StarGazerTom19914 жыл бұрын

    That T-Rex never fails to stun me. I was just a little kid when the ps1 came out, grew up playing the Mega Drive. Music is still creepy as hell too!

  • @RobertNES816
    @RobertNES8163 жыл бұрын

    I remember getting my PS1 in 1997 and being absolutely amazed at the graphics. Also playing games on a CD was like wow! Coming from a SNES I quickly forgot about 16bit and fully embraced 32 bit lol.

  • @retrogamer64007

    @retrogamer64007

    11 ай бұрын

    Funny how the SNES sprite graphics aged very well vs PlayStation and N64 3D lol

  • @RobertNES816

    @RobertNES816

    11 ай бұрын

    @@retrogamer64007 I mean the PS1 2D games actually look great. But yeah some 3D games look horrible today.

  • @mediacc8372

    @mediacc8372

    6 ай бұрын

    same

  • @samuelwong6995
    @samuelwong69952 жыл бұрын

    I recall at the same time the PC 3D games were having a competition between Direct 3D and 3DFX. I remember the Voodoo 3DFX graphic card is an add-on to your existing 2D graphic card while the ATI and Nvidia is a stand alone 2D and 3D graphic card. I won't feel surprised id Sony was trying to come up their own stuff as well.

  • @delko000
    @delko0003 жыл бұрын

    96, 97 and 98 are my favorite videogaming years. I kept a strong liking for early 3d game esthetics from this era. So many people dislile them now whilei find them satisfying to watch.

  • @aa-tx7th
    @aa-tx7th4 жыл бұрын

    "Sorry for my incompetence it's just part of my charm." Wish I was rich enough to say that and get away with it..

  • @nthgth

    @nthgth

    3 жыл бұрын

    Turbo lag on old Saabs had the same kind of adoration

  • @arciks11
    @arciks114 жыл бұрын

    Odds are those features weren't included to make "299" price point a thing. Which did have an intended effect of practically outselling Saturn in west before it even shipped.

  • @Edexote

    @Edexote

    4 жыл бұрын

    Those omitted features were just a way of achieving such high performance with simpler processors at a lower cost. As simple as that, compromises had to made. And I don't think anyone will disagree that the compromises were spot on.

  • @victornpb

    @victornpb

    4 жыл бұрын

    Júlio Martins raw performance over visual fidelity was the right choice, or else the PS1 would just have been a slow n64.

  • @adamford4167
    @adamford4167 Жыл бұрын

    Does your Dell LCD handle the native 240p signal output from your PS1 or are you using a VGA upscaler of some kind? Great video by the way!

  • @scottd7222
    @scottd72223 жыл бұрын

    wow Ridge Racer lol what a trip. Who remembers the black car that would be parked on the side midway through the race only to fly by you shortly after.

  • @casedistorted
    @casedistorted4 жыл бұрын

    4:10 “for these scenes in Perfect Dark” ..Sees Super Mario 64.. My Brain: Are we having a stroke yet?

  • @ruediix

    @ruediix

    3 жыл бұрын

    Looks like they changed out the B-Roll there for some reason.

  • @CoolDudeClem
    @CoolDudeClem4 жыл бұрын

    Same thing happens with a lot of early 3D PC games, if I used a software renderer I often got the weird wobbles very similar to a PS1.

  • @Mazgic
    @Mazgic2 жыл бұрын

    I remember playing Vagrant Story, I had never realised until now but the wobbles & jitters made me feel like I was settling down with an old aged book. I also would not have it any other way.

  • @rusticraver82
    @rusticraver823 жыл бұрын

    Silent Hill! Loved that game and the story line, so immersive. Brilliant video, in depth and professionally presented.

  • @AcornElectron
    @AcornElectron4 жыл бұрын

    I was working part time in Comet when it launched in the UK. Had to have one!

  • @UCHUJIN0

    @UCHUJIN0

    4 жыл бұрын

    You member TEMPO?, Got my Dreamcast there!

  • @donkeyk1988
    @donkeyk19884 жыл бұрын

    Normally I’m not keen on emulation effects that look to “improve” the image but I do think PS1 is an exception. Reducing the warping and shimmering in my opinion makes ps1 game less jarring to play on modern HD screens and makes them easier to live with in 2020. But then I’m a big N64 fan, Vaseline textures and all, so take with a pinch of salt anything I say....

  • @kenrickeason

    @kenrickeason

    4 жыл бұрын

    I agree.. PS1 need the emulation filters..

  • @AceStrife

    @AceStrife

    4 жыл бұрын

    Increased resolution, increased framerate, widescreen aspect ratio support (without cropping), anti-aliasing and anisotropic filtering.. these are pretty much required to play old games for me as they vastly improve the core experience. Framerate probably being the most important; I can't accept a 30FPS game anymore especially on a 120Hz monitor (which made 60FPS look like how 30FPS used to look on a 60Hz display). If we find out other things that improve the hardware like this PS1 thing, then all the better. I'd emulate games over playing the originals any day. Now if only we got modern consoles emulated with these improvements, or PC ports which aren't hamstrung by dated-on-release modern console hardware. I guess "HD" remasters have to do until then..

  • @Kalvinjj

    @Kalvinjj

    4 жыл бұрын

    The best option to play PS1 games in my experience so far has been a PSP. The thing can just literally draw it on 1:1, there's something weird about how a 1:1 pixel draw feels better than a direct integer 2:1 or such, but it just does look good and work perfectly. Besides being a portable with sleep function makes it extremely convenient to just grab the console and play the games at any random moment and stop the same way.

  • @54356776

    @54356776

    4 жыл бұрын

    @@Kalvinjj Ps vita is even better. It's like the games are made for the system.

  • @neoasura

    @neoasura

    4 жыл бұрын

    I think both PS1 and N64 look better when 3D hardware acceleration and resolution upscaling are used, it breathes new life back into games giving them a HD remake look.

  • @Neckername1
    @Neckername18 ай бұрын

    I remember watching the character get in the car in Driver 2, and it looked like the car was breathing!

  • @fazares
    @fazares2 жыл бұрын

    Fantastic and very informative video as usual!

  • @TheIvantals1
    @TheIvantals13 жыл бұрын

    When i saw gt3 on ps2 at bestbuy on the first ever 720p tv it looked like real life it was like photorealistic graphics.

  • @blackthorn8639

    @blackthorn8639

    3 жыл бұрын

    It was Jaw-dropping Awesome

  • @justinfitzpatrick013

    @justinfitzpatrick013

    3 жыл бұрын

    What? No. Metal Gear Solid 2 and Gran Turismo 3 had already come out, looking photo realistic. GTA3 looked jenky even at the time, but was forgivable because it was so huge

  • @abstr4cted496

    @abstr4cted496

    5 ай бұрын

    ​@@justinfitzpatrick013OP said gt3 which is gran turismo not GTA.

  • @justinfitzpatrick013

    @justinfitzpatrick013

    5 ай бұрын

    @@abstr4cted496 oops you’re right. In that case, I agree whole heartedly😅

  • @Autunite
    @Autunite4 жыл бұрын

    The PS1 graphics reminds me of running Half-Life and CS 1.6 on PC in software mode. Back in the day I dfidn't have a PC with a proper graphics card, so I had to let my CPU do all the rendering, hence the software rendering mode. The textures wobbled, looked blocky and walls were skewed if you panned the camera near them.

  • @ibraheemxd3335

    @ibraheemxd3335

    4 жыл бұрын

    You’re a true gamer

  • @dealloc

    @dealloc

    3 жыл бұрын

    And then there were people that intentionally ran 1.6 in software mode in order to see through smokes. Fun times.

  • @LuaanTi

    @LuaanTi

    2 жыл бұрын

    I'm pretty sure your memory deceives you; the quake engine (heavily modified for Half-Life) had perspective correct texture mapping with proper interpolation and used floating points even in software rendering. The PS1's 3D graphics were quite uniquely broken, it's ridiculous how popular it was anyway :)

  • @hristaki99

    @hristaki99

    2 жыл бұрын

    @@LuaanTi Yup, the Half-Life engine in software never had a problem with texture warping, it just didnt have filtering and some effects looked worse or were missing.

  • @kalapoikedeviere7962

    @kalapoikedeviere7962

    2 жыл бұрын

    Back in the day too valve made masterpieeces :^}

  • @oldskoolpaul77
    @oldskoolpaul772 жыл бұрын

    I found this video really interesting. Great stuff!

  • @dmoore0079
    @dmoore00793 жыл бұрын

    As flawed as it might have been, it was a pretty substantial technology leap from the 16bit era (SNES/Genesis). True, there was the Atari Jaguar, the 3DO and the Sega Saturn before it, but neither of them could create the 3D gaming environment at the level the PS1 did.

  • @racerx8410712
    @racerx84107124 жыл бұрын

    I see a lot of tech talk back and forth about the abilities of the PS1 vs the N64. I understand very little of it. However I was in my early 20's around the time when both systems debuted. In essence I bought the 64 first and then the PS1. I like the graphics of the 64 more but the PS1 had such a huge library of games that there was plenty to like. Having both systems was having the best of both worlds.

  • @will5948

    @will5948

    4 жыл бұрын

    I didn't really see anything played on a PlayStation until after I got a Nintendo 64, I'd seen screenshots in magazines but that was it. When I finally saw Tomb Raider on a PlayStation (after seeing it on PC) it looked disgusting, MGS didn't help either (having also seen that on the PC). I basically wrote the PlayStation off as a child and never understood it and didn't want one. I missed out on a lot of childhood.

  • @penonton4260

    @penonton4260

    4 жыл бұрын

    @@will5948 FFVII and pepsiman ~

  • @will5948

    @will5948

    4 жыл бұрын

    @@penonton4260 I didn't miss out on FF VII, it was ported to PC. I played it on that.

  • @Sinn0100
    @Sinn01003 жыл бұрын

    I was there for the very beginning. The first time my best friend and I threw on Ridge Racer it was euphoric, it was memorizing, it blew our fu****g minds. The Sega Saturn had the same effect as the PSX at the time as well. Virtua Fighter on a big screen TV while buggy just absolutely flattened the previous generation. The leap from 16-bit consoles to 32-bit was so profound it was difficult to understand what we were seeing. From that moment on the arcades seemed almost less than. Why go to an arcade when our PSX's and Saturn's can push games well beyond in terms of scope.

  • @minero1775
    @minero17753 жыл бұрын

    Love that level in Perfect Dark where you play and Mario swimming 😂

  • @VoidloniXaarii
    @VoidloniXaarii10 ай бұрын

    Interesting specs 2 effects analysis, thank you very much!

  • @burtbackattack
    @burtbackattack3 жыл бұрын

    You're really great at explaining quite complicated stuff in such a simple way. I know nothing about game development but I always feel I come away from your videos with some new insight. Thank you.

  • @DamienAlexander
    @DamienAlexander4 жыл бұрын

    Omg that T rex at 6:00 that gave me such a flashback to my childhood, I remember it also opened its mouth and there was another animal on that demo as well.

  • @harbinger200
    @harbinger2002 жыл бұрын

    I think this texture warping is much more noticeable on LCD. I remember playing it on a CRT and i was oblivious to it.

  • @velvetbutterfly

    @velvetbutterfly

    2 жыл бұрын

    it's possible you either just didn't care enough to notice it, or the screen size matters. most CRTs were smaller than modern LCDs

  • @Scripture-Man
    @Scripture-Man3 жыл бұрын

    Really informative video, thank you sir! :-)

  • @TurboPikachu
    @TurboPikachu4 жыл бұрын

    Even as a little kid playing on a CRT, I could notice the warping and shimmering of the PS1 and I preferred the more refined N64 despite the blurriness and less-complex polygons. By the time I got my hands on the Nintendo DS, I was very disappointed to see it relying on nearest neighbor like the PS1 as opposed to the bilinear texture filtering the N64 used. But at least the DS didn't suffer from the affine texture mapping the PS1 and GBA did

  • @JustSomeDinosaurPerson
    @JustSomeDinosaurPerson4 жыл бұрын

    As much as I love the PS1, good god I could not stand the weird wobble, warping and texture shifts. I would very much appreciate devs leading those unity shaders as OPTIONAL in their game. That way the people who want it are satisfied and everyone else who doesn't is satisfied.

  • @Aradel
    @Aradel3 жыл бұрын

    Cool video! Here are some game dev perspective as why the floating point unit (FPU) was omitted. Though this was before my time so I am also speculating. Floating point operations (FLOPS) at the time were significantly slower than pure integer calculations. This should have been well known for engineers developing hardware for consoles at the time. IIRC even the ALUs today are not able to handle FLOPS, Instead they are sent to a floating point unit or SSE co-processor which in turn leads to a couple of CPU cycles of overhead. On a 33.8688 MHz processor this it could be argued that the overhead is not worth the performance cost if you can approximate the results using integers. Here's a fun example code from the same period (Q3 Engine) of the lengths people went to to avoid paying the performance penalty of using floating points. en.wikipedia.org/wiki/Fast_inverse_square_root Though not relevant to the video it does show that FLOPS were an issue if you wanted to squeeze every CPU cycle out of your hardware. Today we generally don't care :)

  • @Bss_-eo9dn
    @Bss_-eo9dnАй бұрын

    "Ooh Ooh Ooh" ~ Gwimbly

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