Final Fantasy Koji Sugimoto developer is confused by widespread nostalgia for PlayStation 1-era graphics. He said in a recent post on the social media, which saw him remembers how his team worked considerably to minimize the various visual problems of PS1, which seems to be missing many players today.
Sugimoto is a gaming industry with 20 development credits in its name, starting with Visual Effects programming for the original version of SNES Chrono trigger since 1995. Its portfolio includes work Final Fantasy 10, Final Fantasy 10-2, Crisis core: Final Fantasy 7and exclusive PSP 3rd birthday. He also contributed to three titles for the original PlayStation Console: Chrono trigger, Xenogearsand Fibers.
Chrono trigger nine worked hard to minimize PS1 textures deformation players seems to be missing today
Sugimoto recently revealed that it does not understand nostalgia for the PS1 graphics, characterized by a low number of polygons and various visual artifacts. He linked his opinion on his own industrial experience, invited by the recent UNITY Japan tweet on a new engine function that replicates the deformation of the PS1 style. Sugimoto recalled that such distortion caused by hardware limits was once a constant headache for developers and something that his teams actively worked to remove or at least minimize. “At that time, we spent so futile efforts to avoid distortion, and today people call it” charming “,” Sugimoto wrote for the first time the automatic West.
Compared to its successors, the original PS1 console had some main hardware restrictions that seriously affected its ability to render graphics. Among them is the lack of deep buffer (sometimes called Z-Buffer), a type of memory that helps the console to determine which surfaces should be visible and which should be hidden behind others. Without it, the developers had to manually instruct the console to draw each polygon, a two -dimensional shape that consists of 3D objects.
What is the PS1 texture deformation?
As a result of this GPU proposal, PS1 relied on mapping affinity textures, basic method of textures (textures) on polygons. The technique, even if it quickly does not modify the textures for the distance of each corner from the camera. This restriction was the primary reason why some objects in selected PS1 games could appear from certain angles distorted, fluctuating or even “swimming” across the surfaces.
At that time, we spent so futile efforts to try to avoid distortion, and today people call it “charming”.
Carefully controlled the sequence of the polygon reduced the main visual defects, but did not make few solutions to the texture deformation. Developers have used several methods to reduce effect, including the division of polygons, aligning textures to reduce stretching in peripheral cases, by flat shading, limiting camera movement, and even cleverly before deinning texture to correct the affinity mapping. Most of these techniques were very time consuming, which Sugimoto referred to as a “futile effort” in questioning modern nostalgia for the graphics of the PS1 era.
- Mark
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Sony
- The original release date
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September 9, 1995
- Original MSRP (USD)
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299 $, 299 £
- Processor
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Core based on LSI Coreware CW33300
- Resolution
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256 × 224 to 640 × 480
- HDR support
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No