Final Fantasy Dev embarrassed by perfumes for low polygraphics of PS1

Final fantasy Developer Koji Sugimoto is embarrassed by a wide range of perfumes. PlayStation 1-Therra graphics. He said a lot in recent social media posts. He remembered how his team struggled to minimize the various PS1 visual problems that many players seem to miss today.

Final Fantasy 7 (PS1) TIFA

Sugimoto is a game industry veteran with 20 development credits in its own name. Chrono Trigger Since 1995, his portfolio has included tasks. Final Fantasy 10,,, Final Fantasy 10-2,,, Core of Crisis: Final Fantasy 7And PSP exclusive Third birthday. It also contributed to three titles of the original PlayStation console. Chrono Trigger,,, Xenogearsand Fate.

Chrono Trigger Dev worked hard to make a missing PS1 texture warping player today.

Sugimoto has recently shown that it does not understand the perfume of graphics in the PS1 era, which is characterized by polygonal numbers and various visual relics. He has linked his views to his industry experience and recently tweets on a new engine function that replicates PS1 style texture tweet by Unity Japan Japan Tweet. Sugimoto recalled that this distortion due to the hardware limit was once a constant headache for developers and that his team actively worked to actively work or minimize it. Sugimoto, as Automaton West first discovered, said, “At that time, we made a lot of useless efforts to avoid distortion, and nowadays people call it 'attractive'.

Originally, the PS1 console has a major hardware restriction when compared to the subsequent worker, which has seriously affected the graphic rendering function. Among them, there is no depth buffer (sometimes called Z-buffer), and it is a memory that helps to determine any surface that the console should see and hide behind the other surface. Without that, the developer had to manually instruct the console that draws each polygon, which is a two -dimensional shape that forms a 3D object.

FINAL-FANTASY-7-PS1-W-FEATURED-IMAGE

What is the texture of the PS1 style?

As a result of this GPU design, the PS1 relied on Affine Texture Mapping, a rudimentary method of applying an image (texture) to the polygon. It is fast, but this technology does not adjust the texture of the distance of each corner in the camera. This limit was the main reason why some objects in the Select PS1 game could look like a twist, shaking or even “swimming” when viewed from a particular angle.

At that time, they made too meaningless efforts to avoid distortion, and nowadays people call it “attractive.”

Carefully controlling polygonal draw order reduced the main visual flaws, but it was hardly helped to solve the texture distortion. The developer used various methods to align some polygonal and textures to reduce the edge case stretching, use flat shades, limit camera movement, and align textures, including textures that decide on textures cleverly. Most of these technologies took a lot of time, and Sugimoto mentioned as “meaningless effort” when Sugimoto questioned the modern nostalgia of the PS1 graphics.

PlayStation-Original-Console-Game-System-Platform

brand

Sony

Original release date

September 9, 1995

Originally MSRP (USD)

$ 299, £ 299

Processor

LSI COREWARE CW3300 -based core

solve

256 × 224 ~ 640 × 480

HDR support

no


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