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In the same game, for character animations, instead of just using bones like others were doing - often resulting in some big distortions with low-poly character
by Nition 2y ago
In the same game, for character animations, instead of just using bones like others were doing - often resulting in some big distortions with low-poly characters - they set up per-vertex animation, letting the artists manually position any vertex every frame. Then wrote a custom compression algorithm in assembly to store it.
- knome 2y agoNot to mention actively streaming levels from the disk while you were playing them. The whole thing is a great story. https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ https://all-things-andy-gavin.com/2011/02/02/making-crash-ba...
- Nition 2y agoYes! And the best part of that feature: > Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.” > Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash.
- bongodongobob 2y agoI don't understand what that means. 70k per what? 120k per what? What is a "hit"? A read operation?
- Alphaeus 2y agoI would interpret it as completing the game requires 120,000 disk read operations, but the CD drive may fail after just 70,000 read operations.
- Nition 2y ago70k per lifetime of the CD drive. 120k per complete playthrough of the game. A hit is reading from the CD.
- kalleboo 2y agoLooking at the data sheet for a contemporary Sony CD-ROM mechanism ◆ Service life of feed motor The current consumption of feed motor must be less than initial value plus 30% after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track) ◆ Service life of limit switch The contact resistance must be less than 100mΩ after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track) ◆ Pick-up slide operation The pick-up should operate perfectly after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track)
- alt0_ 2y agoWhy did it work, though? Wouldn't the disks die halfway through the game? Did they end up cutting / optimizing the feature?
- juliangoldsmith 2y agoThe rating was the minimum number of reads the motors in the CD drive of the Playstation would work for. Most likely, the rating was really low compared to what the drives could actually do.
- mrguyorama 2y agoIt might not have hah. Early version Playstation 1 consoles had notoriously bad CD drives that failed all the time. It had something to do with poor quality plastic gearing on the laser carrier or something.
- Nition 2y agoWould certainly be interesting to compare Crash Bandicoot playtime on failed vs. working units.
- rasz 2y agoLimit is not on "reads", but seeks - its about sled wear. Sony infamously used plastic laser sled skid in first revisions. https://github.com/JonathanDotCel/psx_clean_laser_mirror https://github.com/JonathanDotCel/psx_clean_laser_mirror https://psxplanetcodes.tripod.com/repair.htm https://psxplanetcodes.tripod.com/repair.htm Plastic, unlike brass, wears out quickly due to friction. Quickest test was flipping PSX upside down, worn out sled unit would start playing perfectly again in this orientation. so Yes, there was a rather low seek (move up and down) limit on first units caused by cheap design and inferior manufacturing process.
- aodonnell2536 2y agoAn anecdote: I regularly played Crash Bandicoot with my family while young on a PlayStation, and our device always had disc drive issues. Pretty sure we even went through two PlayStations while playing that game lol. Still loved it!
- paulryanrogers 2y agoQuake 1 and 2 did this as well. I wasted so much time with details that later got botched by the vertex compression. I think Quake 3 had vertex animation too, but they split the character at the hips so it could face away from the direction of travel.
- trilinearnz 2y agoThe hip swivel worked well, functionally, but I always lamented how stiff the character animation looked because of it. Was the vertex compression responsible for the wobbling/swimming effect you'd see on models, when running Q1 and Q2 in OpenGL mode?
- paulryanrogers 2y agoYes