I highly recommend everyone interested to read on the NO$PSX developer's write up on how the PS1 hardware works. He wrote a page which top-to-bottom describes all features of the PS1 hardware, including the MIPS CPU, GTE, fixed-point calculations, GPU, BIOS, color conversions, VRAM and so much more. It is an invaluable resource if you need total accuracy. He used his research to write the actual emulator, too.
@@youtubevarietyhour It should be on the developer's website. I don't know if I can send links here, but search up the NO$PSX website and on the page, scroll to find the writing about the hardware.
As another 3D dork, I've seen a ton of summaries of PSX graphics, but this was probably the best executions I've seen. You were able to nail the basics, cover all of the important tech limitations, showed simple yet powerful methods to achieve these effects in quick succession, and made an absolutely killer piece of art. + the vid production value just makes it that much sweeter. Fire tut
@@ShinGidora Totally agree, easily observable, how there is real passion in the video, leading to a high production value. When people don't care, how much money a video makes but want it to hit. And it does.
I love that to get the "dodgy" looks for older graphics, we have to employ add-ons and special techniques to get the same effect. Using advanced tech to get the dodgy look. Gotta love it :)
it's somewhat annoying how so many people neglect to mention the art of vertex coloring. it's what gave games like Vagrant Story their amazing visuals, and was also used to color the enemies of games like FF7, or color entire characters like with Crash Bandicoot
You cant have ps1 style graphics without the warping textures, thats the biggest feature (EDIT) I know that they show the texture wobbling in the video I was just making a statement I'm sorry if my comment confused anyone! It's a great video honestly watch it all
Agreed, and it's the one thing that you can't replicate on modern hardware without writing your own API/Library like OpenGL or Vulkan. It turns out, the PS1 warping textures were just a matter of incomplete math equations, which don't exist anymore in modern systems. Pretty cool, really. =P
@@HTMangaka That's not true actually! You can replicate the texture warping very easily with a simple shader! And that can work on any modern hardware.
@@HTMangakaits not incomplete. It’s just not as accurate. It’s a different approach that is less math heavy. That’s it. Same as that even in modern hardware sometimes things are not done in fully “exact” ways.
That's not an issue with it being fixed point. The DS uses fixed point but doesn't exhibit this issue. The real issue is the lack of depth, so there's no perspective division, so the texture is aligned to the edges of a 2D triangle.
@@joeroeinski1107 No, he's right, the issue was that the PS1 didn't have accurate enough floating point precision. It was literally a hardware limitation.
@@RazumenI mean, true, the PS1 didn't have an FPU; however neither did the Nintendo DS but the DS does have perspective correct textures (unlike the PS1 which uses affine texture mapping for speed).
@@Razumen The use of affine texture mapping causing the warping is correct. But it is not due to fixed point calculations, just the lack of perspective division since no 3D information about depth/perspective is ever passed into the texture mapping unit on the PS1.
This is great! Concise and elegant techniques and the hardware limitations to boot! I feel like you can't recreate the psx distinct style without acknowledging the technological limitations of the time. That's actually my favorite part, I love the clever solutions that were applied to these obstacles. Thanks for sharing! shout out to vertex wobbling
One major factor that is omitted is the use of vertex color. Both static and dynamic lighting is code of it. And as important (maybe even more so) than the snapping.
It's funny how I never had a PlayStation, not even a friend of me, and still this startup sound awakes a crazy retro feeling inside me. I guess I am an old man no matter what, having turned 39 yesterday........
You're still young! And that PS1 startup just awakens the retro in all of us! I still have games for it, though I gotta get around to hooking up my PS2 up to my TV (no YRW connectors, I need a HDMI converter).
@@Dreweybaby Oh yeah, I was at just the right age when the console came out, it's just that my family was poor and we only had several years old consoles. Gladly I had a buddy who was an only child and he had everything, including an N64, so we were Nintendo kids through and through. But today I feel a little sad, that Playstation in it's entirety passed by me.
@@marcfuchs6938 I was poor too, my mom used a credit card to get it and it cost like $300 bucks back then if I’m not mistaken..but I was blessed to have friends that lived on my block and we all had either had a PS1 or a N64! So we was always at each other house .. I was in the 4th grade I believe when I got it.. good times
Man, so xmas 1998 my brother and I got an N64 with two controllers and the game we got with it was wipeout 64. We played that cart non stop. I got super nostalgic seeing anything wipeout related after such a long time.
There's an old guy on yt who use to make these games. He beautifully explains all the limitations of such hardware at Machine code level. I forgot the channel name.. sorry
In addition to not having a z-buffer (depth information), the PSX also lacked true 3D (anisotropic) texturemapping, instead drawing textures via scalene (2D) transformations only. This created a slight but noticeable _texture_ "wobbling", particularly on geometry at acute angles to the camera, and is why large geometric surfaces were often either rendered with solid colors (non-textured) or subdivided into several smaller polygons.
the vertex snapping maybe looks like wind effect on some scenes? its a great limitation if you see it that way, it really brings life to simple animations
What? You are the guy from corridor digital, i remember you as a superhero puking milk. Nice to see you active! Edit: it was not corridor digital, it was the old freddie wong channel.
It's fun to see this type of challenge. I feel like with UE5, the limitations aren't as creative as they were back in the day. Now it's all fancy scmanzy, but back in the day, they had to use so many weird techniques to trick the systems, and it really does show. Some of those games still look amazing, and it's all about art direction and creativity.
100% Working with the tools you had! I think this can be applied to all areas of life and art! Music, sports, cooking, etc. Its really cool to see how the OG devs did it!
Using image sequences was actually not used so much as it ate up a lot of texture memory. Instead particle systems, if animations or blending / animating two quads through each other was used.
@@polakuuyea they prefer to spend 6 years on multi million dollar titles with teams of 300 developers and release them on high end modern systems so we can all say "meh' instead of paying for them ....
8:20 Somewhat correct, somewhat incorrect. While not related to the snapping/jittering, yes the ps1 did not have floating-point representation BUT still had decimals in the form of fixed-point representation. The snapping/jittering comes the the rasterizer's lack of sub-pixel precision which makes vertices snap to the pixel grid 8:49 I think this is a misunderstanding of what the z-buffer is. Yes the ps1 did not have a z-buffer but this is related to drawing order, not vertex z values. Same as with typical rendering pipelines, vertex positions are still 3D until transformed to 2D
I love that your first example of a classic PS1 game was Breath of Fire 3, an amazing RPG that doesn't get as much of a look in these days because it isn't the popular seventh installment of a certain RPG franchise.
The lack of ability for floating point calculations was also a problem in the early days of digital audio, dithering is also still a thing in audio, and we still fight against aliasing everyday. interesting how many concepts and terminology are shared.
I'd also like to point out although the vertex snapping was a thing, back in the day it wasn't desirable and developers would try and do whatever they could to minimize or hide it. I know it's part of the nostalgia but when implementing it into a scene I'd personally try to dial it back a little bit.
While the wobbling felt a little too much, everything else was perfect and throw me back to the good and old ps1 days. I'll be always be a pixel art guy myself, and sort of always resent a little how premature some of the early 3D games where and how much better they would had look if the folks stuck to pixel art and pre-rendered. But at the same time, as the PS1 reached more maturity, we did got some insanely good looking games. MGS! is beautiful to this day
I would recommend using Index Color mode in Photoshop rather then saving as a GIF, since it will limit the amount of colors in a document to set a set palette which is how images were stored on the PS1, and will give you a lot more control over how the textures are dithered. The thing to remember with texturing on the PS1 (and PS2 to some extent) was that it was much closer to pixel art then modern texturing techniques - artists generally wouldn't just take a photo, crunch it down to 128px and call it a day, the textures would be edited on a pixel-by pixel basis - look at the texture work in Metal Gear Solid 1 & 2 and you can see that they're mostly pixel art drawn images similar to what would be done for artwork on the SNES and Genesis (In fact most of the artists would have had first-hand experience working with 16-bit consoles during that time period). Trim sheets were also used extensively (just as they still art today) to cut down on texture resources and textures for bespoke models were made in a extremely efficient manner to limit the amount of unused space. Basically, there's a lot more to it then what this video describes.
He also seems to mix sprites with billboard textures. In 3d you could not use sprites. What looked liked sprites was just a triangle quad polygon that was kept aligned with the camera
Super cool video thanks for Sharing 🔥❤️. One question, why did you turn on the ps1 and than cut to a shot where the ps1 is off to put the disk in? hahah 😂.
*You've never seen vertex wobbling on another system* I guess you didn't have a PC back in the day. Lots of 3D PC games from around 93 -> 98 had this effect. Tomb Raider, Terminal Velocity, Big Red Racing. It was all over the place in early 3D games.
While this looks great, I think the main problem is that the Vertex Snapping doesn't look right. Obviously it's basically impossible to get it to look perfect without programming it completely by yourself, but it'd be better to just not have it at all. Vertex snapping is very specific in its movements, only snapping to vertexes relative to the movement of the object in the camera space. In this example, the objects move to randomb positions at random lengths and sizes instead of the uniformed chaos of real vertex snapping. Of course this isnt really dorected towards your vodeo at all, you did a great job replicating old graphocs in something that wasn't made for them, it's more of a random statement. It'd be really cool to see a modelling/ game development program specifically made with PS1 graphics in mind.
Uhhhh yeah that game is too good. Didnt know it was a two person operation. Though it’s not PS1, style, I’m replaying Inside right now and my god that game is perfection. I think imma go back and replay Signalis next.
This isn't close to 100% accurate, this is a pretty average idealized version of PS1 graphics. It doesn't even handle the affine perspective distortion on the texturing, and I haven't seen any recreation that properly emulates the lack of z-buffer with polygons sorted from back to front with no clipping through. The PS1 literally could not have rendered those trees with those crossed planes like that. It still looks nice as a pseudo-retro aesthetic though.
Thanks for the amazing tutorial, I'd like more videos about how to recreate graphics from old games and consoles!, I always love the prerendered graphics in the donkey kong country saga for super nintendo
The video is named "How to Make 100% Accurate PS1 Graphics in Modern Software" but did not show "How to Make 100% Accurate PS1 Graphics in Modern Software""...
to recreate vertex snapping, a shader could be used? in the vertex shader you could simply round the positions to the nearest int, tenth, hundredth, ect depending on the allready existing scale of the game world.
when it comes to the flat textures of the plants, i think it's important to make it so that they are ALWAYS forward facing the camera. A quirk of old graphics was the texture rotated to stay in line with the camera in order to not break the illusion of 2d texture (even though it constantly broke that illusion)
Hey man I got most this stuff down getting ready to ship my pilot this Halloween but yah I decided about 6-8 months ago I wanted to make this a retro style show I was going for a silent hill 2-3 style and still am but getting those final render settings down for whatever ur using cinema blender unity/unreal or after affects it can be a pain to get those final render settings down for the jitter effects or vertex snapping but plugins are making it easier and easier just up to your texture work and luckily making 8 bit or texture work is so much easier then ever now it’s a really cool style always welcome more tutorials that showcase this style
Also cheers I have been switching to blender for budget reasons but our school still has cinema 4D in the labs I bought a lot of effects and needed to get this filter style over everything and get the style going in cinema and u answered it Man U where the final missing piece id need to make sure the style blends into everything I do!
I highly recommend everyone interested to read on the NO$PSX developer's write up on how the PS1 hardware works. He wrote a page which top-to-bottom describes all features of the PS1 hardware, including the MIPS CPU, GTE, fixed-point calculations, GPU, BIOS, color conversions, VRAM and so much more. It is an invaluable resource if you need total accuracy. He used his research to write the actual emulator, too.
Hey! Do you have any links to this? Can't seem to find it.
@@youtubevarietyhour problemkaputt.de/psx-spx.htm ... it's too overwhelming for me.
@@youtubevarietyhourcheck problemkaputt . de /psxspx-contents
@@youtubevarietyhour It should be on the developer's website. I don't know if I can send links here, but search up the NO$PSX website and on the page, scroll to find the writing about the hardware.
Where's the link?
Dude, thanks for the skillshare shoutout to my class. Means a lot coming from you
Oh wassup man! Cool seeing you here!! Its my pleasure dude it looked sick!!
That room transition is so clean
Hahaha thanks! We had a good time with that shot!
@@pwnisher how much time it took?
As another 3D dork, I've seen a ton of summaries of PSX graphics, but this was probably the best executions I've seen. You were able to nail the basics, cover all of the important tech limitations, showed simple yet powerful methods to achieve these effects in quick succession, and made an absolutely killer piece of art. + the vid production value just makes it that much sweeter. Fire tut
Thanks for the kind words Shin! Derek absolutely killed it!
@@ShinGidora Totally agree, easily observable, how there is real passion in the video, leading to a high production value. When people don't care, how much money a video makes but want it to hit. And it does.
I love that to get the "dodgy" looks for older graphics, we have to employ add-ons and special techniques to get the same effect. Using advanced tech to get the dodgy look. Gotta love it :)
Its interestingly strange how to emoluate the lack of a floating point unit in the PS1 graphic system we need to employ fine tuned tech now
METAL GEAR SOLID (PS1) WAS LIFECHANGING!
it's somewhat annoying how so many people neglect to mention the art of vertex coloring. it's what gave games like Vagrant Story their amazing visuals, and was also used to color the enemies of games like FF7, or color entire characters like with Crash Bandicoot
You cant have ps1 style graphics without the warping textures, thats the biggest feature (EDIT) I know that they show the texture wobbling in the video I was just making a statement I'm sorry if my comment confused anyone! It's a great video honestly watch it all
Agreed, and it's the one thing that you can't replicate on modern hardware without writing your own API/Library like OpenGL or Vulkan.
It turns out, the PS1 warping textures were just a matter of incomplete math equations, which don't exist anymore in modern systems. Pretty cool, really. =P
@@HTMangaka That's not true actually! You can replicate the texture warping very easily with a simple shader! And that can work on any modern hardware.
@@casscarpendale You're right! The formula is a simple 'Tu = u * Au + v * Bu + w * Cu;' So simple & elegant! =O
@@HTMangaka not true tho, in openGL you just have to add the "noperspective" qualifier to the vertex outputs and fragment inputs to replicate it
@@HTMangakaits not incomplete. It’s just not as accurate. It’s a different approach that is less math heavy. That’s it. Same as that even in modern hardware sometimes things are not done in fully “exact” ways.
Incredible tut Derek! Totally geeking out now
the dithering shown at 4:00 isn't texture baked dithering, but the ps1's render pipeline dithering
Exactly, why does he write that this is 100% accurate when he doesnt even understand such basics about the PS1 hardware
@@nights312312 haha this
i freaking love that this is on c4d, most of the tuts are blender only, thanks a bunch!
Fixed point maths is a thing. The reason the textures warped was because of the limitations in affine mapping.
That's not an issue with it being fixed point. The DS uses fixed point but doesn't exhibit this issue. The real issue is the lack of depth, so there's no perspective division, so the texture is aligned to the edges of a 2D triangle.
@@joeroeinski1107 No, he's right, the issue was that the PS1 didn't have accurate enough floating point precision. It was literally a hardware limitation.
@@joeroeinski1107 the DS _did_ have those issues though.
@@RazumenI mean, true, the PS1 didn't have an FPU; however neither did the Nintendo DS but the DS does have perspective correct textures (unlike the PS1 which uses affine texture mapping for speed).
@@Razumen The use of affine texture mapping causing the warping is correct. But it is not due to fixed point calculations, just the lack of perspective division since no 3D information about depth/perspective is ever passed into the texture mapping unit on the PS1.
This is great! Concise and elegant techniques and the hardware limitations to boot! I feel like you can't recreate the psx distinct style without acknowledging the technological limitations of the time. That's actually my favorite part, I love the clever solutions that were applied to these obstacles. Thanks for sharing! shout out to vertex wobbling
crash bandicoot and a case of mt dew was a typical friday night for me.
Thank you so much for sharing your process and putting this video together.
Yuuuup!!! The good ole days my friend =]
the texture warbling, tho! *chef's kiss*
Beautiful!
That is all I can say, and bonus points for having footage from Tenchu!
One major factor that is omitted is the use of vertex color. Both static and dynamic lighting is code of it. And as important (maybe even more so) than the snapping.
It's funny how I never had a PlayStation, not even a friend of me, and still this startup sound awakes a crazy retro feeling inside me. I guess I am an old man no matter what, having turned 39 yesterday........
You're still young! And that PS1 startup just awakens the retro in all of us! I still have games for it, though I gotta get around to hooking up my PS2 up to my TV (no YRW connectors, I need a HDMI converter).
Seriously that sound channels deeps!
I’m 37 and had a PS1 as a kid! What a time to be alive man 🦾🦾🦾
@@Dreweybaby Oh yeah, I was at just the right age when the console came out, it's just that my family was poor and we only had several years old consoles. Gladly I had a buddy who was an only child and he had everything, including an N64, so we were Nintendo kids through and through. But today I feel a little sad, that Playstation in it's entirety passed by me.
@@marcfuchs6938 I was poor too, my mom used a credit card to get it and it cost like $300 bucks back then if I’m not mistaken..but I was blessed to have friends that lived on my block and we all had either had a PS1 or a N64! So we was always at each other house .. I was in the 4th grade I believe when I got it.. good times
Man every single frame of Wipeout2097 makes my synapses fire like crazy.
Anyone else?
One of my favorite series!!!
100% that game's aesthetics hit me right in the Y2K part of my brain.
Man, so xmas 1998 my brother and I got an N64 with two controllers and the game we got with it was wipeout 64. We played that cart non stop. I got super nostalgic seeing anything wipeout related after such a long time.
There's an old guy on yt who use to make these games. He beautifully explains all the limitations of such hardware at Machine code level. I forgot the channel name.. sorry
If you remember, I'd like to know :)
Same!
Simondev?
@@jwr6796 he is amazing too! But not him
Found it: www.youtube.com/@CodingSecrets
Bonus: www.youtube.com/@MattKC
www.youtube.com/@Acerola_t
Another outstanding video! Love this style!
Much love Scouty!
In addition to not having a z-buffer (depth information), the PSX also lacked true 3D (anisotropic) texturemapping, instead drawing textures via scalene (2D) transformations only. This created a slight but noticeable _texture_ "wobbling", particularly on geometry at acute angles to the camera, and is why large geometric surfaces were often either rendered with solid colors (non-textured) or subdivided into several smaller polygons.
Excellent work, the only thing missing is the CRT filter that at the time served to soften the pixels and hide the low resolution a little.
EXCELLENT VIDEO, I LOVED IT!
Thanks for sharing .. i like the sound effects references from MGS 1 .
the vertex snapping maybe looks like wind effect on some scenes? its a great limitation if you see it that way, it really brings life to simple animations
I'm so glad we've come back around to PS1 graphics aesthetics. So many Indie games are reaching for this look... and I support it! Awesome video.
Feel like you should've gotten a better effect with billboarded trees rather than the cross sectional models. Either way, looks fantastic
You should use banner for the trees, it was common practice in ps1 games.
Such a sweet video, lads! Makes me nostalgic for the PS1....and Cinema 4d...which I haven't used in decades 😅😅 (or any 3d package :/)
What? You are the guy from corridor digital, i remember you as a superhero puking milk. Nice to see you active!
Edit: it was not corridor digital, it was the old freddie wong channel.
5:25 Bro mentioned Metal Slug franchise. Let's Go!
yoooo that start up sound. brings me right back
Yeeeeeeeeeeeeahhh!!!!
It's fun to see this type of challenge. I feel like with UE5, the limitations aren't as creative as they were back in the day. Now it's all fancy scmanzy, but back in the day, they had to use so many weird techniques to trick the systems, and it really does show. Some of those games still look amazing, and it's all about art direction and creativity.
100% Working with the tools you had! I think this can be applied to all areas of life and art! Music, sports, cooking, etc. Its really cool to see how the OG devs did it!
Using image sequences was actually not used so much as it ate up a lot of texture memory. Instead particle systems, if animations or blending / animating two quads through each other was used.
This is so cool, can we get an actual course covering this? Would be cool to make a game this way.
i wish we got more high budget games made with PS1 Graphics, we don't have limitations anymore
Thats more likely to happen with indie games.. AAA studios most likely won't make games with those graphics
@@polakuuyea they prefer to spend 6 years on multi million dollar titles with teams of 300 developers and release them on high end modern systems so we can all say "meh' instead of paying for them ....
@FlamespeedyAMV "we don't have limitations anymore" That's why! PS1 ugly graphics were a limitation, not a feature.
Play Signalis! That game is SOOO good!!!!
@@polakuuand yet they wonder why all their games have been flopping for the past 3 years
As someone who grew up with SNES and PS1, I cannot fathom how anyone can have nostalgia for wobbly vertices!
LESS GOOOO w editing
8:20 Somewhat correct, somewhat incorrect. While not related to the snapping/jittering, yes the ps1 did not have floating-point representation BUT still had decimals in the form of fixed-point representation. The snapping/jittering comes the the rasterizer's lack of sub-pixel precision which makes vertices snap to the pixel grid
8:49 I think this is a misunderstanding of what the z-buffer is. Yes the ps1 did not have a z-buffer but this is related to drawing order, not vertex z values. Same as with typical rendering pipelines, vertex positions are still 3D until transformed to 2D
I love that your first example of a classic PS1 game was Breath of Fire 3, an amazing RPG that doesn't get as much of a look in these days because it isn't the popular seventh installment of a certain RPG franchise.
The lack of ability for floating point calculations was also a problem in the early days of digital audio, dithering is also still a thing in audio, and we still fight against aliasing everyday. interesting how many concepts and terminology are shared.
Great video!
Sweet video Clint! Thanks again for helping me create a crosshair reticle 14 years ago.
0:47 that's a solid transition
That sound never gets old
00:45 blew my mind :O
I'd also like to point out although the vertex snapping was a thing, back in the day it wasn't desirable and developers would try and do whatever they could to minimize or hide it. I know it's part of the nostalgia but when implementing it into a scene I'd personally try to dial it back a little bit.
I'm not gonna lie. I'll not pretend to watch this video in full, but it is so enterteinment that I had to watch it. Thanks man.
This is pure gold, You forgot the hash #inspiring
I didn't even realize this was a Pwnisher video at first. When I saw Clint, I thought "Wait a minute, I recognize him."
Been look'n for this for awhile
OMG, just seeing a glimpse of Silent Bomber made me so happy!
great video!, as an indie game dev I wish C4D was a game engine, it has a very beautiful UI!
While the wobbling felt a little too much, everything else was perfect and throw me back to the good and old ps1 days.
I'll be always be a pixel art guy myself, and sort of always resent a little how premature some of the early 3D games where and how much better they would had look if the folks stuck to pixel art and pre-rendered. But at the same time, as the PS1 reached more maturity, we did got some insanely good looking games.
MGS! is beautiful to this day
Amazing thinks 🔥🔥🔥
Let's Freaking Go...
...back to texture warping and the warm glow of those pixels!
That's hilarious!
I love it! I feel inspired to try that too!
I would recommend using Index Color mode in Photoshop rather then saving as a GIF, since it will limit the amount of colors in a document to set a set palette which is how images were stored on the PS1, and will give you a lot more control over how the textures are dithered. The thing to remember with texturing on the PS1 (and PS2 to some extent) was that it was much closer to pixel art then modern texturing techniques - artists generally wouldn't just take a photo, crunch it down to 128px and call it a day, the textures would be edited on a pixel-by pixel basis - look at the texture work in Metal Gear Solid 1 & 2 and you can see that they're mostly pixel art drawn images similar to what would be done for artwork on the SNES and Genesis (In fact most of the artists would have had first-hand experience working with 16-bit consoles during that time period). Trim sheets were also used extensively (just as they still art today) to cut down on texture resources and textures for bespoke models were made in a extremely efficient manner to limit the amount of unused space. Basically, there's a lot more to it then what this video describes.
This is sooo cool
Plenty of msdos games had vertex snapping. You could also try emulating the ps1 lack of texture perspective correction.
This is so cool 🔥🔥🔥
Cooked like a true chef.
Haven’t even watched the video yet, and this is sick.
He also seems to mix sprites with billboard textures. In 3d you could not use sprites. What looked liked sprites was just a triangle quad polygon that was kept aligned with the camera
Super cool video thanks for
Sharing 🔥❤️. One question, why did you turn on the ps1 and than cut to a shot where the ps1 is off to put the disk in? hahah 😂.
You know, that's a solid question hahaha
@@pwnisher haha sorry!
*You've never seen vertex wobbling on another system*
I guess you didn't have a PC back in the day. Lots of 3D PC games from around 93 -> 98 had this effect. Tomb Raider, Terminal Velocity, Big Red Racing. It was all over the place in early 3D games.
Thank you for an amazing high effort video! 👌
just as a tip, choosing PNG-8 on Save for Web and Devices also gives the same palette/dithering options as GIF.
autumnal grassessss 🌾
I waited all day yesterday
Thanks for watching and supporting!
While this looks great, I think the main problem is that the Vertex Snapping doesn't look right. Obviously it's basically impossible to get it to look perfect without programming it completely by yourself, but it'd be better to just not have it at all. Vertex snapping is very specific in its movements, only snapping to vertexes relative to the movement of the object in the camera space. In this example, the objects move to randomb positions at random lengths and sizes instead of the uniformed chaos of real vertex snapping.
Of course this isnt really dorected towards your vodeo at all, you did a great job replicating old graphocs in something that wasn't made for them, it's more of a random statement. It'd be really cool to see a modelling/ game development program specifically made with PS1 graphics in mind.
Watching this as a non-dev made me appreciate the actual genius of the PS1. Japan is ahead of it's time.
Thank you very much for the video 👍🏻
Wow! You are a legend!!
I think Signalis really managed to capture the PS1 horror game aesthetic. I am still amazed that it was made by 2 people
Uhhhh yeah that game is too good. Didnt know it was a two person operation. Though it’s not PS1, style, I’m replaying Inside right now and my god that game is perfection. I think imma go back and replay Signalis next.
Seeing star ocean 2, even for just a moment brought a smile to my face 😊
This isn't close to 100% accurate, this is a pretty average idealized version of PS1 graphics. It doesn't even handle the affine perspective distortion on the texturing, and I haven't seen any recreation that properly emulates the lack of z-buffer with polygons sorted from back to front with no clipping through. The PS1 literally could not have rendered those trees with those crossed planes like that. It still looks nice as a pseudo-retro aesthetic though.
i thought those trees looked off
Good point, any tips on better tuts or blogs to follow? 🙏🙌
Thanks for the amazing tutorial, I'd like more videos about how to recreate graphics from old games and consoles!, I always love the prerendered graphics in the donkey kong country saga for super nintendo
Amazing!
Pure gold ❤
The video is named "How to Make 100% Accurate PS1 Graphics in Modern Software" but did not show "How to Make 100% Accurate PS1 Graphics in Modern Software""...
forgotten technologies of our ancestors, but I love them so much
3:42 ahh Raystorm, good times.
Very very cool. Any way in C4D or other to simulate texture warping (affine mapping)?
This style could be a new trend for games
been waiting for this
so excited 🔥🔥
7:09 this one had me craking up 😂
6:06 "Mind-boggling Graphics"
to recreate vertex snapping, a shader could be used?
in the vertex shader you could simply round the positions to the nearest int, tenth, hundredth, ect depending on the allready existing scale of the game world.
a really iconic use of vertex snapping outside the PS1 is on Quake 1 and 2 for PC!
Oooo I'll take a look!
One major addition that would make it look even more PS1 is to add black shadows and lower render distance.
when it comes to the flat textures of the plants, i think it's important to make it so that they are ALWAYS forward facing the camera. A quirk of old graphics was the texture rotated to stay in line with the camera in order to not break the illusion of 2d texture (even though it constantly broke that illusion)
Jood work! Jreat video!:)
Always love to see more people sharing the low poly love! It's my favorite style to work in by far!
Yeah I love it so much!!
Awesome PS1 Jraphics!
Hey man I got most this stuff down getting ready to ship my pilot this Halloween but yah I decided about 6-8 months ago I wanted to make this a retro style show I was going for a silent hill 2-3 style and still am but getting those final render settings down for whatever ur using cinema blender unity/unreal or after affects it can be a pain to get those final render settings down for the jitter effects or vertex snapping but plugins are making it easier and easier just up to your texture work and luckily making 8 bit or texture work is so much easier then ever now it’s a really cool style always welcome more tutorials that showcase this style
Also cheers I have been switching to blender for budget reasons but our school still has cinema 4D in the labs I bought a lot of effects and needed to get this filter style over everything and get the style going in cinema and u answered it Man U where the final missing piece id need to make sure the style blends into everything I do!
Cool video, would love to see actually doing this in Unreal Engine for game use.
ps 1 intro theme is spooky