4 ms·
Janky is literally the PSX's style due to its lack of floating point capability [0]:https://youtu.be/x8TO-nrUtSI?t=222 https://youtu.be/x8TO-nrUtSI?t=222
by nebula8804 3y ago
Janky is literally the PSX's style due to its lack of floating point capability
[0]:https://youtu.be/x8TO-nrUtSI?t=222 https://youtu.be/x8TO-nrUtSI?t=222
- 01HNNWZ0MV43FF 3y agoNo, it's due to limited precision in the vertices. If you had 64 bit integers you could have 32.32 fixed-point and it would look as good as floating-point.
- nebula8804 3y agodid you watch the video?
- ehaliewicz2 3y agoQuake did not use floating point in it's rasterization math, and it exhibited none of the jittery polygon issues that the ps1 did. It's largely a lack of subpixel accurate rasterization causing it (not even sure if PS1 is pixel accurate, let alone subpixel :)) . MVG isn't exactly an expert on 3D graphics.
- pezezin 3y agoQuake had perspective correct texture mapping though, something that the PSX didn't have.
- ehaliewicz2 3y agoSure, but lack of perspective correct texturing is a separate issue, with a separate visual artifact. Jittery polygons refers to the artifacts you get when polygon vertices are snapped to integer pixel coordinates, rather than taking into account subpixel positions. Quake did not have this issue, despite not using floating-point calculation in it's rasterization. It did use floating point when texturing spans, after rasterization, but this was more of an optimization than a fundamental requirement for accurate texturing :)