Although often tossed together into a singular ‘retro game’ aesthetic, the first game consoles that focused on 3D graphics like the Nintendo 64 and Sony PlayStation featured very distinct visuals that make these different systems easy to distinguish. Yet whereas the N64 mostly suffered from a small texture buffer, the PS’s weak graphics hardware necessitated compromises that led to the highly defining jittery and wobbly PlayStation graphics.

These weaknesses of the PlayStation and their results are explored by [LorD of Nerds] in a recent video. Make sure to toggle on subtitles if you do not speak German.

It could be argued that the PlayStation didn’t have a 3D graphics chip at all, just a video chip that could blit primitives and sprites to the framebuffer. This forced PS developers to draw 3D graphics without such niceties like a Z-buffer, putting a lot of extra work on the CPU.

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[–] 67 points 9 months ago (11 children)

3D graphics were incredibly primitive back then. There really weren't "3D processors" as we know them today.

On top of that, CRTs masked many of the weirdest graphical artifacts - the shimmering we see on modern screens was much more of a blur on screens at the time.

It's fun to look back at the PlayStation and the N64, and to see how each of them handled limitations in a different way.

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  • [–] 28 points 9 months ago (1 child)

    This Noodle video on how old games were developed with CRT in mind was absolutely mind-blowing to me.

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  • [–] 3 points 9 months ago

    Yeah, for example when emulating GB/GBC/GBA games, simulating the slow LCD response time makes all the difference. Jittery shaking animations become soft blurs, and everything feels much closer to the authentic hardware

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  • [+] -54 points 9 months ago (8 children)
  • [–] 32 points 9 months ago (3 children)

    Pixels on a CRT aren‘t quadratic. Light bleeds between them, and persisted between frames. That was definitely some kind of post processing you could call masking and the games of that era leaned heavily into it. Hardware and games were designed to be displayed on a CRT.

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  • [+] -17 points 9 months ago (3 children)
  • [–] 8 points 9 months ago* (last edited 9 months ago) (2 children)

    CRTs don’t „have“ pixels, but they display a signal that originated from a pixelised source. Popping colors and different gamma curves is not a contradiction to what I said.

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  • [–] 24 points 9 months ago (2 children)

    This reads like someone who was born after the CRT era trying to describe them. No, you're just wrong about that. CRT monitors had a huge effect on the output of the visuals in contrast with modern screens.

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  • [+] -15 points 9 months ago (2 children)
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    [–] 18 points 9 months ago (5 children)

    Gimme that wobble and the glow of a CRT and y'all can keep your fancy HD

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  • [–] 4 points 9 months ago (3 children)

    It wasn't the CRT giving the PS1 its unique look. It was a lack of floating point integers.

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  • [–] 9 points 9 months ago* (4 children)

    Which emulator fixes the wobbling and upscales the textures again? The games I've seen in that emulator look great, nearly as good as PS2 games.

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  • [–] 17 points 9 months ago (2 children)

    Any emulator that supports PGXP, which is most of them. Duckstation is the one most people recommend, but that one has weird licensing issues and a dev who loves to start drama.

    https://emulation.gametechwiki.com/index.php/PlayStation_emulators

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  • [–] 2 points 9 months ago (1 child)

    Excellent; thanks for the heads up. I'll avoid the drama and pirate any component that requires a licensing fee.

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  • [–] 0 points 9 months ago*

    Not a problem for me. How about an article on how devs release shittier, messier, harder to use GUIs every goddamn release. I swear its like four buttons to power it off.

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