4 ms·
PS1 had an interlaced mode where IIRC you had to keep up with 50/60Hz, because there were only two screen pages, and every other vertical retrace would use one
by Jare 7y ago
PS1 had an interlaced mode where IIRC you had to keep up with 50/60Hz, because there were only two screen pages, and every other vertical retrace would use one of them. You're rendering to buffer A while B shows, but if you're not done with A at the vertical retrace, A will start showing while you are still rendering to it. That's problem 1. Problem 2 is, can you render the next frame to B in the less-than-a-frame time you have left before B shows again? If you discard the the current partial frame and wait, the old B will show, effectively looking like a backwards movement glitch.
You would be right in that few games dared use it for gameplay. Gran Turismo (Japan import only, maybe?) had a hi res mode where it used this interlaced mode, and had to simplify the environment a lot compare to the regular game. Watching that thing run at 60Hz in high resolution was breathtaking.