It's not as important now as it was back then but being able to push polygons was a big deal. And seeing polygons on the screen from the 4th, 5th and 6th generation of consoles really shows the progression in technology. Seeing only a handful of polygons like on Star Fox or Virtua Racing really gives an impression of how primitive these first polygonal games were. Then jumping to Mario 64 or Quake II on the PS1, those consoles were drawing more polygons in a single frame than the previous gen was in a single second. Then jump to the 6th gen where environments were becoming super detailed with textures and polygons. Immersive experiences like Shenmue, mini worlds like Crazy Taxi you can drive around, or explorable maps like Halo, all I can say is that that transformation of gaming was my favorite era by far.
In the original quake 2, cvar gl_showtris can be set to 1 to show the world geometry. Not sure if it's in the remake as that cvar. You might have to set cheats to 1 for it to work in the original.
I made a patch for this game which adds a "cheat" menu (basically it replaces the video options). You can enable some debug features there like a timebar, enemy debug render and some other stuff that I found in the debug symbols. Oh and I added looking with the right analog stick because DUH Funnily enough, they kept using this engine in their future games on PS1, including Jinx and Blade. Also, looking inside Quake 2's code (from the PS1 port) it looks like they also experimented at one point with Half-Life on the engine! Imagine if we would've gotten a Half-Life on a PS1...
If the loading times on the Dreamcast are any indication, the PS1 load times would have been over a minute long between areas. I don't think it would have been very playable on a 33Mhz CPU. Where can your patch be found?
@@Charlie-eq3dj I posted a video on my channel a couple years ago. There is a big bug which I only found out last year when I replayed the game - for some reason "God Mode" is always on, lol, I'll look into fixing it (EDIT: fixed it, I missed a branch delay slot, go figure, I updated the archives)
Mid - late 90's games will always have a soft spot in my heart. The amount of effort devs put into working around console limitations while providing a good experience as possible is insane. Now in today's age, PC games get gimped in favor of console copies.
@@BartekSzzz Somehow, the poor graphics and the small tv made plying it possible even sharing a screen, you couldn't look at other people share of the screen because you would get lost in no time.
This port always has a special place in my heart. I remember watching my Grandpa (who unfortunately passed recently) play this on his Playstation 2. Thanks for bringing back great memories MVG!
My Grandpa had an imported version of Quake on the Famicom. Always playing it. He stopped mowing the grass for a year. I had to do it for pocket money.
wow this is probably one of the best looking ps1 game I have seen. the less warping is easily noticeable and the frame rates are solid. Also after seeing all those doom ports that had major fps issues, this is like night and day. The split screen maintaining 30fps is something of a fantasy.
The ps1 warbling graphics is so sad. To me it’s the main thing that makes the games not quite as fun to play these days. It’s just so offputting to me. Funny thing is I never noticed it when playing the games when they were out 25 years ago, probably because I didn’t have much to compare it to
You should try PS1 Quake 2 on the MiSTer FPGA PS1 core, it has some options to enable enhancements like CPU cache, which makes this game and many others have a silky smooth framerate while keeping the original PS1 look and feel. It's amazing!
👍 Sounds great. 🤔 With MISTer, are mouse controller and Dualshock/Digital controller supported when both plugged in for hybrid controls? Can 2 multi-taps be plugged in for 2-4 player with those controls?
I really enjoyed Quake 2 when it came out on Playstation. I remember the graphics being a big step-up from the earlier Playstation shooters. It felt really solid and had some great lighting effects. I don't remember the joypad controls being a problem, but we had to put up with all sorts of crazy control schemes back then. :-)
The subdivision is really the secret sauce of this port, for me the PS1's texture warping and vertex snapping is by far my biggest issue with the visuals and this port while not addressing every issue makes it alot nicer looking, almost closer to a Saturn game in terms of polygon and texture precision.
Absolutely. When I first launched Q2 I was thinking how horrible it's going to look, but it was actually one of the best looking games texture wise. Honestly I was surprised to see how little textures moved around. CRT somehow "masked" it quite a bit. Maybe it was something about interlacing or something. Also framerate was way better than I thought it would be.
@@jc_dogen Yeah, the poly sub-division to reduce warping was present in the first version of the engine used for Shadowmaster. At that point it was basically just a PS1 renderer with the maps being built on SGI workstations and imported onto the console. That version was effectively 2.5d (think Doom) so for Quake2 we needed a much more capable system both to render and author content. We built a tool on PC to build the levels out of modular chunks, handle portaling, entity placement and logic, and allow users to manually pre-sort objects in order to reduce real-time load. That tool (GLMFC) was used for Quake2, Blade, Jinx, and a couple of other unfinished titles, with variations on the target platform renderer in order to suit the project.
I remember playing this in 4-player splitscreen with friends on my 29" crt, back in the day. It was so awesome and I got used to the control scheme. I remember being ridiculously impressed with the graphics and subsequently disappointed with other games. I hold this game in very high regard. Thanks for shouting out the well-deserved praises of this awesome port.
I remember playing the demo when it first came out. FPSs on the PS1 were always a strange beast. Alien Resurrection was another stand out, although hard as nails. That supported the PS Mouse too if my memory serves me correctly. Might need to play Q2 again on my PS1!
I actually played through this fairly recently and as long as you can make yourself learn the proto-dual stick controls it holds up really well and I had a lot of fun with it. Impressive stuff.
1:59 Ezra Dreisbach (programmer on the Saturn versions of Powerslave, Duke 3D and Quake) claims that they got the Slavedriver version of Quake running on PS1, but they couldn't find a publisher interested in it
Back in the day at home our PC was only a mere 486-SX and couldn't run Quake...let alone Quake 2. So I was thrilled that Quake 2 was actualy coming to the Playstation (which we had). Controls were indeed a bit tricky, because even with analog sticks it was still tricky to move and aim properly (most modern games are set to use both sticks, but what I remember that wasn't posible with Q2 back then as it only used 1 stick). Years later, I tried it again on the PS3 (it has PS1 backwards compatibility after all) and an USB mouse, but unfortunatly that didn't work (the USB mouse with Quake2 that is). Nice to see you made a video about this little gem ;)
This is why I appreciate your videos so much - you dive into technical details regarding game engines written from scratch and explain all the algorithm genius behind it so well. Makes low-level programming so inspiring and magical in a way. Thank you for your time making these deep dives.
I love these retrospective breakdowns on retro ports you do, really makes you appreciate older games in a whole new way. I already have the N64 port but I've grabbed a cheap copy for the PS1 from ebay so I can give this a good crack. I spent SO many hours on this back in the day on my PC, doing various upgrades to get it running better. Many happy memories of this game.
I really love this version of Quake II as much as I enjoyed the N64 one. They are so similar and so different at the same time. I love how in this era consoles had personality and games looked so different depending on which console they run. Great video. Thanks!
This was the game that most blew me away with the PS1's S-Video cable - it was leaps and bounds more clear with brighter visuals than the standard composite cable on a 90's CRT tv.
Played it back in 1998. as a teen that had Sega mega drive 2 at home, I was at my aunts house playing deathmatch duels with a cousin. I cannot describe what it was like playing Contra at home and then after a short drive, playing Quake 2 against another player. Like a total mindbreaking paradigm shift in games. Next such "jump" was playing Quake 3 in an internet caffe LAN with 9 other people.
Lobotomy (makers of the Saturn port of Quake) created a demo of the PS1 version of Quake. They easily got it to 30fps and maybe with optimization could have gotten it to 60fps. But they couldn't get any publishers willing to take it and eventually went out of business sadly.
Never thought about it at the time, but yeah - played a bunch of splitscreen at the time, and it just hit me how great it runs. Also, coming from pre-analogue stick PS1 games, the entire friend group universally rejected the twinstick control scheme and insisted on using the shoulder buttons to aim up/down for way too long, lol
This game was a childhood favorite of mine :) My parents very rarely moderated what games I should be playing, and I enjoyed every moment of this PS1 port of Quake II. The action and the rocking soundtrack by Sonic Mayhem made it memorable for me. 😎My grandpa got this game for me back in the day around my birthday.
I remember the equally incredible Quake l on the Sega Saturn by the Lobotomy software boys. An amazing port which used the staggeringly fast Exhumed engine.
When friends came over that hadn't played Quake 2 on PSX we always appreciated the cannon fodder, struggling with the controller layout. Quickfire and Cold Storage were probably our most played levels
I can't thank enough for this video. When I was a child, my father gave me this PS1 port and my eyes couldn't believe what they saw. I hope that it starts to get more recognition.
Minor mistake at 7:08: The painter's algorithm requires polygons to be drawn from back-to-front. You start with the polygons farthest away from the camera and then closer polygons 'paint over' them as they get drawn.
It's amazing what was going on behind the scenes of this game. It's a pretty seamless experience with so much going on under the hood. Great video, I'ma go play some quake now.
I have quite a soft spot for the presentation in this port compared to the pc original. Obviously the textures and output resolution are lower and the performance isn't as snappy, but the lighting and color schemes used for the PS1 rendition of Q2 levels are just so nice, very vibrant too
“… or even a Voodoo 5500 card” - that card came out LONG after Q2. At the time of release Voodoo 2 would’ve been state of the art. Voodoo 3 came out a little before Quake 3 Arena was released (and any of them would’ve been absolutely fine for Quake 2). The Voodoo 4 4500 and Voodoo 5 5500 were a while both, and neither were particularly good compared to the competitors at the time (the OG ATi Radeon and GeForce 256)
Yeah the Voodoo 3 ran this game really well, whereas you started to see 3dfx limitations with Quake 3 due to the 16 bit colour, lack of texture compression and transform and lighting
The Voodoo 3 was fantastic. It may have been technically limited compared to nVidia's cards at the time, but even back then the Voodoo had great open source support and worked beautifully under Linux, while nVidia was already showing the douchebaggery that was to come from them long before they were one of the biggest companies in the world, overtaking all other PC hardware manufacturers combined.
@@christophclear1438 Yeah it was a real nice card, and well priced too. I had a Voodoo 3 2000 PCI that alongside my sketchy AMD K6-2 366MHz (stable @ 400MHz) served me well until a while after I upgraded to an AMD Duron 700, until I got a GeForce 2 MX. All bargain bin parts, you may notice :D
@@les_chegwin The PCI one was really awesome since it also worked in Amiga hardware if I remember correctly. I had an AGP version... but a sweet 3000. Oh the bragging rights it still carries to this day! ;-)
Top stuff as always, been enjoying playing through the Nightdive remaster and checking out the N64 version, I had to no idea this came out on the PSX and N64 at the time. Really pushing boundaries!
You can use the Dual shock on Quake II. It uses 1 analog stick and the D-pad and somewhat mimicks the modern control system we have for modern shooters.
This was the second game I ever played as a small child(first was Tekken 3 also on PS1) and it left a huge impression on me! One thing that you didn't mention was the color palette. PC Quake 2 has a notoriously brown/orange-y color palette that makes a lot of envireonments look rather drab while the PS1 port has seemingly added lots of color to several areas. I'm not sure if that was due to some limitation or simply an artistic choice on Hammerhead's behalf, but in my opinion it makes the game look better.
I think it also is the lack of bilinear filter which i never though it looked good on old games at least, since the textures are too low res to compensate, it ends up making textures blurry even at the distance. Maybe also the fact that since some areas are more cramped than in PC, that means they could allocate more detail.
Thanks for doing this! I've always wondered how they pulled this off. Very cool to pull back the curtain on it. One awesome thing about the original PSX, was any time somebody said "it can't do this or that," programmers would figure out a way to do it. It was a great time to be a console gamer.
Corrections: Quake 1 came out mid-96, not in 95. The Voodoo 5500 came out in 2000, which, for the speed of releases in both hardware and software during this era, was well after the "at the time" of Quake 2's release in late 1997.
I really enjoy the incredible port episodes, thank you! Small correction on 7:10, what you describe is the Reverse Painter's Algorithm, which draws front-to-back. The Painter's Algorithm draws back-to-front.
Quake 2 released 1997. The 3dfx Voodoo 5 5500 released in 2000. So it wasn't the "best in class at the time". The fastest card at the time was the Voodoo 1, as even the Voodoo 2 was released in 1998. But Quake 2 and Unreal sold probably the most Voodoo 2 cards.
The Voodoo5 5500 wasn't even best in class for its own time, either. It managed to outperform the GeForce 256 through brute force despite the lack of AGP texturing fast writes. But that's the card it was designed to compete against, not the one it actually competed against. It was delayed so hard that it came out several months after the GeForce 256's successor: the GeForce 2, which handily outperformed the Voodoo5 5500. So there's no interpretation where what MVG said makes sense. The Voodoo5 5500 is a cool historical artifact and it is (or at least was, since dgVoodoo2 may have gotten a lot better) the best way to play old games using Glide, but it was a flop, and it did not flop without reason.
This looks amazing on the PSX! Thanks for sharing how they accomplished it: it’s fascinating how much performance and quality they got out of culling. It must have been very technically challenging because very few developers did that. The texture warping and especially popping on the PSX made so many games difficult to visually parse and understand what exactly was going on. This game is totally clear.
Fascinating video. The PC magazines back then, and a lot the internet, generally seemed to focus just on John Carmack - not that he wasn't a smart developer, but there were others like you've just mentioned. Jon Burton - of Travelle's Tales - does some UA-cam videos of old games he developed that are well worth a look of how they leveraged old hardware like sega megadrive.
Growing up on N64 and PS1 games i think this is the thing i miss compared to modern gaming. There isn't as much wow factor any more. Modern games are a technical marvel but Iv'e not played anything recently that stands out as being something special, nothing that makes me think how on earth did they get that to work. I remember the first time i played Rayman 2 on the N64 and was amazed at how good it looked compared to other N64 games or Abe's Oddysee and wondering how they made the backgrounds so detailed. I think the last game that had this effect was Halo on the OG Xbox.
I don't know if it would help you, but you can change the control scheme per game in RetroArch and what I do for FPS's is to map the analog sticks the way I used them with the XBox when playing Halo. I just remap based on the default controller scheme for the game. Playing Doom on the PS1 with Halo controls is the best way to play it.
This kind of thing shows that if you say something is impossible, there always will be someone taking that as a challenge and show that nothing is impossible.
This was primarily the version of Quake II that I grew up with after my mum acquired the PC original from a friend following my introduction to the series with Quake III Arena in around early 2001 when another friend of hers brought it to us, and having failed to start playing it when the Insert CD message appeared when I attempted to start a new game. If memory serves, I discovered the PS1 port of Quake II from somewhere on the internet way back in around 2002, but ultimately only got as far as the 2nd unit, the Prison, since I died many times. This was primarily due to the controls that were pretty stiff and awkward, which was why I never completed the PS1 port. Plus, I never even had the mouse to play it with at the time. That was until just about a couple of weeks ago, after having played the recent remaster by the company you work for, Nightdive, I decided to give the PS1 port another go and played it via RetroArch using PS1 Mouse emulation and mapping the WASD keys to the D-PAD of the controller to make it play like the PC original. That was when I finally got past Unit 2 for the first time and eventually made it all the way to the end of the port via Unit 5, the Inner Chamber, where I was able to face off against the Makron for the first time, but got "whipped" multiple times due to the BFG attack it pulled off from time-to-time. I didn't have the BFG10K at my disposal, unlike in the PC original, assuming that the weapon was omitted from the PS1 port, only to find out that the weapon is "still" in there, but "well" hidden away in one of the secret areas throughout the game that can be easily missed, and unlike in the PC original, the weapon itself cannot be obtained through normal means. I originally beat the port on Normal difficulty, unlocking so-called "Silver Cheats" used for the Multiplayer which I didn't mind about since, as per usual, I was only there for the Single Player.
I was totally fine playing this one a normal PS1 controller as a kid even though I played keyboard and more on my uncle's PC. It was just what I was mostly used too
Console gamer here 🙋♀️ I like the instant snap to position a mouse does, but I'm always re-adjusting it. I like the left thumbstick controls too, WASD has nothing on directional input when it comes to movement. 🙂
Amazing optimisation - efficient and at the same time respectful to the original. The real clincher is the mouse input which just takes it to the next level. Love the look of the PS1 with it's super crispy textures and this looks fantastic. Cheers MVG 👍
I love the lens flares that they added to this version too. I remember reviewing Shadowmaster for a PC games mag back in the day and really being blown away by the graphics on that one too.
MVG you're killing it with these videos, I love it! Keep up the great work, also do you have a FLAC version of your intro music "Pacific Drive", I love the theme tune but can't find a high quality version anywhere sadly! :)
Hi MVG. Thanks for the great video. This game and Exhumed are great FPS games on the PS1 (even though Exhumed looks better on the Saturn). I'm currently replaying Unreal on PC but will revisit this game afterwards. 👍
The half controller setup with the mouse is why the Nintendo Wii Nunchuck worked so well for things like Mario Kart. It just offered a controller split in two that both hands could grab and use easily. It's very similar to how Kid Icarus: Uprising is played on the Nintendo 3DS.
Me and my buddies spent so much time with this game, I even bought SABA VT 2927 big screen CRT TV so four of us could play a game via MULTITAP and four controllers at a time. Too bad it didn't support link cable for two PSX that we tried also. I've never stopped hoping that Quake 1 will also be ported...oh boy! ;-)
Could be interesting to take a look at some of the recent homebrew developments on the Nintendo 64, some pretty impressive optimizations there. the Homebrew port of portal is especially noteworthy.
The sudden increase in polygons is just crazy; it seems literally insane to do that. The goal is to draw as few polygons as possible, and they are dumping dozens to hundreds of them into the level geometry, that could have been far lower.
It's incredible when you realize the PS1 specs are a 33.86 MHz cpu, 2 MB EDO DRAM for system ram & 1 MB VRAM. Now days, a quad core with 8 threads running at 3ghz, 16gb system ram & 8gb video card is considered very low end for gaming.
There are actually a few games on the PS1 that I favor for that very reason. The fact that they could squeeze so much out of that cpu is great. I prefer Rayman 2 on the PS1 for instance, because of the voice acting, but also.. 33mhz and 2mb and it plays great! Same with Toy Story 2.
Quake 2 was my first real PC game as a kid. Christmas day, I got a Canopus Pure3D 3dfx Voodoo card and Quake 2 (back then they came in big boxes the size of a textbook). I had no issues getting it all to work, and I was blown away seeing the bilinear filtering and colored lighting. Before that, I had played a lot of Monster Truck Madness (came with the PC) with the software renderer. Pentium 5 CPU, if I recall correctly. A Compaq Presario. Good times. I knew Quake 2 inside and out. I spent so much time tweaking it that I still remember most of the console commands and cvars. Had a dialup modem with a 200-300 ms ping in multiplayer. People couldn't call because the phone was always busy (my Dad liked that no one could call and bother him while I was playing, hah!). Gamespy server browser. The golden years.
Ah yes, Hammerhead Studios port of Quake 2, the version I played the most as a kid good times, everything about this version was awesome, and I mean the game even had PS Mouse support too, not to mention but the multiplayer mode was great fun if you had the players, which I could only play with my brother at the time, dope to see you finally talk about this port, Uncle Derek will be proud.
Its obvious you wanted to talk about this game from the technical standpoint, but i must mention that the visuals are much more appealing and colourful as well as texture-work is much better and feels crunchy. This this the ultimate quake 2 for me. Its really sad that they didn't bring the PS1 textures and levels to the PC remaster
It’s strange that Quake 1 never got a PS1 port, but thanks to Hammerhead Studios for making a PS1 port of Quake 2. They did a good job of doing this despite the limitations of the console.
I actually, honest to god, didn't even notice the textures weren't flapping around like usual on the PSX, I just didn't even notice until you said. That is insane, I don't remember ever seeing a playstation game manage that this well.
My first experience with Quake 1 was on Saturn, and even though I had a nice PC at the time and had the better versions, I still picked up Quake II on Playstation
I work with an old-timer who worked on the Quake port for the Saturn at Lobotomy; he had mentioned that they also had a PlayStation version of Quake 1 running that had awesome performance and fidelity, but the studio was shuttered before it could see the light of day. And no, he doesn't have a copy anymore :(
I don’t know why, but I’m a sucker for a good wireframe segment showing polygons/triangles. It’s very illuminating.
It's not as important now as it was back then but being able to push polygons was a big deal. And seeing polygons on the screen from the 4th, 5th and 6th generation of consoles really shows the progression in technology.
Seeing only a handful of polygons like on Star Fox or Virtua Racing really gives an impression of how primitive these first polygonal games were. Then jumping to Mario 64 or Quake II on the PS1, those consoles were drawing more polygons in a single frame than the previous gen was in a single second. Then jump to the 6th gen where environments were becoming super detailed with textures and polygons. Immersive experiences like Shenmue, mini worlds like Crazy Taxi you can drive around, or explorable maps like Halo, all I can say is that that transformation of gaming was my favorite era by far.
Yeah, totally. It's like when you see how a magic trick/illusion (and it is magic!) is pulled off and your like "Ahhhh, that's how they did it!".
Same here!
In the original quake 2, cvar gl_showtris can be set to 1 to show the world geometry. Not sure if it's in the remake as that cvar. You might have to set cheats to 1 for it to work in the original.
SAME
I made a patch for this game which adds a "cheat" menu (basically it replaces the video options). You can enable some debug features there like a timebar, enemy debug render and some other stuff that I found in the debug symbols. Oh and I added looking with the right analog stick because DUH
Funnily enough, they kept using this engine in their future games on PS1, including Jinx and Blade.
Also, looking inside Quake 2's code (from the PS1 port) it looks like they also experimented at one point with Half-Life on the engine! Imagine if we would've gotten a Half-Life on a PS1...
It looks very similar to HL in some scene from this video. It could be massive!
If the loading times on the Dreamcast are any indication, the PS1 load times would have been over a minute long between areas. I don't think it would have been very playable on a 33Mhz CPU.
Where can your patch be found?
@@Charlie-eq3dj I posted a video on my channel a couple years ago.
There is a big bug which I only found out last year when I replayed the game - for some reason "God Mode" is always on, lol, I'll look into fixing it (EDIT: fixed it, I missed a branch delay slot, go figure, I updated the archives)
@@xan1242 Enabling a debug menu is not the same as creating a patch for a game.
@@prawngravy18why can't it be both?
Hammerhead studios were absolute wizards for making Quake II work on a PS1. Thanks for highlighting this port.
definitely :)
Mid - late 90's games will always have a soft spot in my heart. The amount of effort devs put into working around console limitations while providing a good experience as possible is insane. Now in today's age, PC games get gimped in favor of console copies.
I always wondered why some games seem to have significantly less texture warble compared to others. That wireframe segment really opened my eyes.
I've played lots of Quake II with 4 players in the PS1. Both Quake II and CTR were probably the games i most played in the late 90's.
I was just about to write exactly this! So much fun with 4 player mode.
How?
@@cmbaz1140 a adapter called multitap, It was released in a V format initially (the one i used) and a box for the slim and the PS2.
@@cmbaz1140 Multitap
@@BartekSzzz Somehow, the poor graphics and the small tv made plying it possible even sharing a screen, you couldn't look at other people share of the screen because you would get lost in no time.
This port always has a special place in my heart. I remember watching my Grandpa (who unfortunately passed recently) play this on his Playstation 2. Thanks for bringing back great memories MVG!
Your old man was hardcore.
My Grandpa had an imported version of Quake on the Famicom. Always playing it. He stopped mowing the grass for a year. I had to do it for pocket money.
He sounds like he was a really cool grandpa.
wow this is probably one of the best looking ps1 game I have seen. the less warping is easily noticeable and the frame rates are solid. Also after seeing all those doom ports that had major fps issues, this is like night and day. The split screen maintaining 30fps is something of a fantasy.
The ps1 warbling graphics is so sad. To me it’s the main thing that makes the games not quite as fun to play these days. It’s just so offputting to me. Funny thing is I never noticed it when playing the games when they were out 25 years ago, probably because I didn’t have much to compare it to
@@chiarosuburekeni9325 Back in the day you'd play on a relatively low-res CRT TV and it wasn't nearly as noticeable as it is now lol
it even played well in multiplayer.
you're wearing rose colored glasses. it was horrible and was why i was happy having a nintendo 64 instead of a playstation. @@Reydriel
You should try PS1 Quake 2 on the MiSTer FPGA PS1 core, it has some options to enable enhancements like CPU cache, which makes this game and many others have a silky smooth framerate while keeping the original PS1 look and feel. It's amazing!
👍 Sounds great.
🤔 With MISTer, are mouse controller and Dualshock/Digital controller supported when both plugged in for hybrid controls? Can 2 multi-taps be plugged in for 2-4 player with those controls?
I really like the bright glowing look of QII PS1’s lighting
I really enjoyed Quake 2 when it came out on Playstation. I remember the graphics being a big step-up from the earlier Playstation shooters. It felt really solid and had some great lighting effects. I don't remember the joypad controls being a problem, but we had to put up with all sorts of crazy control schemes back then. :-)
That tesellation technique is very impressive.
This port + the Asci Grip and a PlayStation mouse is pretty slick stuff! Love this version of Quake 2.
I would not have guessed this was running on a playstation. Impressive indeed. Wish these guys made a racing game
This version was my first true love in the fps genre
Same here. Doom was meh. Quake was the first real fps.
Yup, same.
Duke for me . And quake 2 ..and doom . Got them all at once on a cd for pc when I was 12 .. an absolute blast !
Don’t forget SiN: Wages of Sin 😏
Same. I used to play team death match in the ukccl. That was legendary. Kicked off eSports pretty much
The subdivision is really the secret sauce of this port, for me the PS1's texture warping and vertex snapping is by far my biggest issue with the visuals and this port while not addressing every issue makes it alot nicer looking, almost closer to a Saturn game in terms of polygon and texture precision.
Absolutely. When I first launched Q2 I was thinking how horrible it's going to look, but it was actually one of the best looking games texture wise. Honestly I was surprised to see how little textures moved around. CRT somehow "masked" it quite a bit. Maybe it was something about interlacing or something. Also framerate was way better than I thought it would be.
one of the programmers said the presorted draw lists for each object was the key
@@jc_dogen Yeah, the poly sub-division to reduce warping was present in the first version of the engine used for Shadowmaster. At that point it was basically just a PS1 renderer with the maps being built on SGI workstations and imported onto the console. That version was effectively 2.5d (think Doom) so for Quake2 we needed a much more capable system both to render and author content. We built a tool on PC to build the levels out of modular chunks, handle portaling, entity placement and logic, and allow users to manually pre-sort objects in order to reduce real-time load. That tool (GLMFC) was used for Quake2, Blade, Jinx, and a couple of other unfinished titles, with variations on the target platform renderer in order to suit the project.
Saturn was a weake 3dr console compared to PS1.
Also the texture warping existed in Saturn too and 32bt consoles in general.
@@kostasbousbouras2654 I'm not even sure I should respond with an actual rebuttal because you clearly have zero clue what you are talking about.
Nice video. Quake 2 was released in December 1997 and the Voodoo 5 5500 in mid-2000. Even the Voodoo 2 was released a few months after Quake 2.
I remember playing this in 4-player splitscreen with friends on my 29" crt, back in the day. It was so awesome and I got used to the control scheme. I remember being ridiculously impressed with the graphics and subsequently disappointed with other games. I hold this game in very high regard. Thanks for shouting out the well-deserved praises of this awesome port.
Four player? I though it was only split screen it supported.
@@jothainwith a proper multitap, you can indeed play with 4 players splitscreen! And it surprisingly runs REALLY well!
@@TDRR_Gamez Cool never knew it supported that.
We played Quake 3 Arena on Dreamcast in 4 players.
Exceptional technical analysis and presentation as always, well done!
I remember playing the demo when it first came out. FPSs on the PS1 were always a strange beast. Alien Resurrection was another stand out, although hard as nails. That supported the PS Mouse too if my memory serves me correctly. Might need to play Q2 again on my PS1!
AR was not only really hard but scary as hell too :D. I never completed it shit was just too much lol.
Love these Impossible Port videos. Always fascinating.
I actually played through this fairly recently and as long as you can make yourself learn the proto-dual stick controls it holds up really well and I had a lot of fun with it. Impressive stuff.
1:59 Ezra Dreisbach (programmer on the Saturn versions of Powerslave, Duke 3D and Quake) claims that they got the Slavedriver version of Quake running on PS1, but they couldn't find a publisher interested in it
I loved that objects were lit directionally. Quake2 on pc had objects light uniformly. So in this it was actually an improvement over the original.
Back in the day at home our PC was only a mere 486-SX and couldn't run Quake...let alone Quake 2. So I was thrilled that Quake 2 was actualy coming to the Playstation (which we had). Controls were indeed a bit tricky, because even with analog sticks it was still tricky to move and aim properly (most modern games are set to use both sticks, but what I remember that wasn't posible with Q2 back then as it only used 1 stick). Years later, I tried it again on the PS3 (it has PS1 backwards compatibility after all) and an USB mouse, but unfortunatly that didn't work (the USB mouse with Quake2 that is). Nice to see you made a video about this little gem ;)
This is why I appreciate your videos so much - you dive into technical details regarding game engines written from scratch and explain all the algorithm genius behind it so well.
Makes low-level programming so inspiring and magical in a way. Thank you for your time making these deep dives.
I love these retrospective breakdowns on retro ports you do, really makes you appreciate older games in a whole new way. I already have the N64 port but I've grabbed a cheap copy for the PS1 from ebay so I can give this a good crack. I spent SO many hours on this back in the day on my PC, doing various upgrades to get it running better. Many happy memories of this game.
I really love this version of Quake II as much as I enjoyed the N64 one. They are so similar and so different at the same time. I love how in this era consoles had personality and games looked so different depending on which console they run. Great video. Thanks!
This was the game that most blew me away with the PS1's S-Video cable - it was leaps and bounds more clear with brighter visuals than the standard composite cable on a 90's CRT tv.
This is amazing. Quake 1 came to Saturn and it featured a form of colored lighting. It is an amazing port as well.
That's true recently XL2 pulled an Unreal 1 port on the saturn as well, it looks amazing.
@@summerishere2868 Bloody hell that xl2 person is an absolute maniac.
Played it back in 1998. as a teen that had Sega mega drive 2 at home, I was at my aunts house playing deathmatch duels with a cousin.
I cannot describe what it was like playing Contra at home and then after a short drive, playing Quake 2 against another player. Like a total mindbreaking paradigm shift in games. Next such "jump" was playing Quake 3 in an internet caffe LAN with 9 other people.
This was indeed the game I bought a PS mouse for back in the day, but you can also run it at 60fps in Duckstation which is just sublime.
Lobotomy (makers of the Saturn port of Quake) created a demo of the PS1 version of Quake. They easily got it to 30fps and maybe with optimization could have gotten it to 60fps. But they couldn't get any publishers willing to take it and eventually went out of business sadly.
Never thought about it at the time, but yeah - played a bunch of splitscreen at the time, and it just hit me how great it runs. Also, coming from pre-analogue stick PS1 games, the entire friend group universally rejected the twinstick control scheme and insisted on using the shoulder buttons to aim up/down for way too long, lol
So glad to see other people in the comments experienced the glory of 4-player split screen via the multi-tap accessory!
This game was a childhood favorite of mine :) My parents very rarely moderated what games I should be playing, and I enjoyed every moment of this PS1 port of Quake II. The action and the rocking soundtrack by Sonic Mayhem made it memorable for me. 😎My grandpa got this game for me back in the day around my birthday.
I played this on SLI with dual Voodoo 2 cards, it was friggin' sick. Locked at 60FPS of course! Mind blowing that they ported this.
I remember the equally incredible Quake l on the Sega Saturn by the Lobotomy software boys. An amazing port which used the staggeringly fast Exhumed engine.
When friends came over that hadn't played Quake 2 on PSX we always appreciated the cannon fodder, struggling with the controller layout. Quickfire and Cold Storage were probably our most played levels
I can't thank enough for this video. When I was a child, my father gave me this PS1 port and my eyes couldn't believe what they saw. I hope that it starts to get more recognition.
Minor mistake at 7:08: The painter's algorithm requires polygons to be drawn from back-to-front. You start with the polygons farthest away from the camera and then closer polygons 'paint over' them as they get drawn.
It's amazing what was going on behind the scenes of this game. It's a pretty seamless experience with so much going on under the hood. Great video, I'ma go play some quake now.
I have quite a soft spot for the presentation in this port compared to the pc original. Obviously the textures and output resolution are lower and the performance isn't as snappy, but the lighting and color schemes used for the PS1 rendition of Q2 levels are just so nice, very vibrant too
I had this on both PC and Playstation and was truly blown away by how...not terrible it was.
“… or even a Voodoo 5500 card” - that card came out LONG after Q2. At the time of release Voodoo 2 would’ve been state of the art. Voodoo 3 came out a little before Quake 3 Arena was released (and any of them would’ve been absolutely fine for Quake 2). The Voodoo 4 4500 and Voodoo 5 5500 were a while both, and neither were particularly good compared to the competitors at the time (the OG ATi Radeon and GeForce 256)
Yeah the Voodoo 3 ran this game really well, whereas you started to see 3dfx limitations with Quake 3 due to the 16 bit colour, lack of texture compression and transform and lighting
The Voodoo 3 was fantastic. It may have been technically limited compared to nVidia's cards at the time, but even back then the Voodoo had great open source support and worked beautifully under Linux, while nVidia was already showing the douchebaggery that was to come from them long before they were one of the biggest companies in the world, overtaking all other PC hardware manufacturers combined.
@@christophclear1438 Yeah it was a real nice card, and well priced too. I had a Voodoo 3 2000 PCI that alongside my sketchy AMD K6-2 366MHz (stable @ 400MHz) served me well until a while after I upgraded to an AMD Duron 700, until I got a GeForce 2 MX. All bargain bin parts, you may notice :D
Yep. This is a Voodoo Banshee kind of game. Voodoo 5s were more for playing Unreal tournament or Descent or Quake 3.
@@les_chegwin The PCI one was really awesome since it also worked in Amiga hardware if I remember correctly. I had an AGP version... but a sweet 3000. Oh the bragging rights it still carries to this day! ;-)
The Quake 2 port for N64 is also outstanding and arguably the best FPS engine on the system in terms of both resolution and framerate.
Top stuff as always, been enjoying playing through the Nightdive remaster and checking out the N64 version, I had to no idea this came out on the PSX and N64 at the time. Really pushing boundaries!
This is truly a fascinating conversion. True coding artistry there. Impressive.
You can use the Dual shock on Quake II. It uses 1 analog stick and the D-pad and somewhat mimicks the modern control system we have for modern shooters.
Love quake. I have the physical versions on the PS5 and switch. Just played a couple rounds yesterday. Thanks for the info and video MVG
This was the second game I ever played as a small child(first was Tekken 3 also on PS1) and it left a huge impression on me! One thing that you didn't mention was the color palette. PC Quake 2 has a notoriously brown/orange-y color palette that makes a lot of envireonments look rather drab while the PS1 port has seemingly added lots of color to several areas. I'm not sure if that was due to some limitation or simply an artistic choice on Hammerhead's behalf, but in my opinion it makes the game look better.
I think it also is the lack of bilinear filter which i never though it looked good on old games at least, since the textures are too low res to compensate, it ends up making textures blurry even at the distance.
Maybe also the fact that since some areas are more cramped than in PC, that means they could allocate more detail.
Quake 2 on Playstation was a big piece of my teen years. It is definitely one of most memorable PS1 games for me personaly.
Thanks for doing this! I've always wondered how they pulled this off. Very cool to pull back the curtain on it. One awesome thing about the original PSX, was any time somebody said "it can't do this or that," programmers would figure out a way to do it. It was a great time to be a console gamer.
Corrections: Quake 1 came out mid-96, not in 95. The Voodoo 5500 came out in 2000, which, for the speed of releases in both hardware and software during this era, was well after the "at the time" of Quake 2's release in late 1997.
It really does look better than Q2 in software mode. They used much more dynamic lighting and the colors are vibrant.
this is among the best PS1 games I've ever seen graphic-wise. the textures look super crisp.
I really enjoy the incredible port episodes, thank you! Small correction on 7:10, what you describe is the Reverse Painter's Algorithm, which draws front-to-back. The Painter's Algorithm draws back-to-front.
Quake 2 on ps1 was probably my all time most played game on the ps1.
This by far is my favourite “The Impossible Port” video, you have made!
Quake 2 released 1997. The 3dfx Voodoo 5 5500 released in 2000. So it wasn't the "best in class at the time". The fastest card at the time was the Voodoo 1, as even the Voodoo 2 was released in 1998. But Quake 2 and Unreal sold probably the most Voodoo 2 cards.
Also, the original Quake released in 1996, not 1995 as mentioned in the intro.
The Voodoo5 5500 wasn't even best in class for its own time, either. It managed to outperform the GeForce 256 through brute force despite the lack of AGP texturing fast writes. But that's the card it was designed to compete against, not the one it actually competed against. It was delayed so hard that it came out several months after the GeForce 256's successor: the GeForce 2, which handily outperformed the Voodoo5 5500. So there's no interpretation where what MVG said makes sense. The Voodoo5 5500 is a cool historical artifact and it is (or at least was, since dgVoodoo2 may have gotten a lot better) the best way to play old games using Glide, but it was a flop, and it did not flop without reason.
This looks amazing on the PSX! Thanks for sharing how they accomplished it: it’s fascinating how much performance and quality they got out of culling. It must have been very technically challenging because very few developers did that. The texture warping and especially popping on the PSX made so many games difficult to visually parse and understand what exactly was going on. This game is totally clear.
Got this on release day on PS1, absolutely loved it. Such a good game
Fascinating video. The PC magazines back then, and a lot the internet, generally seemed to focus just on John Carmack - not that he wasn't a smart developer, but there were others like you've just mentioned.
Jon Burton - of Travelle's Tales - does some UA-cam videos of old games he developed that are well worth a look of how they leveraged old hardware like sega megadrive.
Growing up on N64 and PS1 games i think this is the thing i miss compared to modern gaming. There isn't as much wow factor any more. Modern games are a technical marvel but Iv'e not played anything recently that stands out as being something special, nothing that makes me think how on earth did they get that to work. I remember the first time i played Rayman 2 on the N64 and was amazed at how good it looked compared to other N64 games or Abe's Oddysee and wondering how they made the backgrounds so detailed. I think the last game that had this effect was Halo on the OG Xbox.
I absolutely love these sorts of videos, discussing how certain games were ported to systems they (on the surface) had no business running on.
I don't know if it would help you, but you can change the control scheme per game in RetroArch and what I do for FPS's is to map the analog sticks the way I used them with the XBox when playing Halo. I just remap based on the default controller scheme for the game. Playing Doom on the PS1 with Halo controls is the best way to play it.
remember playing this game before and after getting a Voodoo 2. it was mind-blowing. The moving light source from rockets... 🤯
I owned the N64 version... And played it for hours with friend's as the multiplayer was slick, fast and fun. Couldn't put it down
This kind of thing shows that if you say something is impossible, there always will be someone taking that as a challenge and show that nothing is impossible.
In terms of stability; this was easily one of the best looking games on the system
This was primarily the version of Quake II that I grew up with after my mum acquired the PC original from a friend following my introduction to the series with Quake III Arena in around early 2001 when another friend of hers brought it to us, and having failed to start playing it when the Insert CD message appeared when I attempted to start a new game. If memory serves, I discovered the PS1 port of Quake II from somewhere on the internet way back in around 2002, but ultimately only got as far as the 2nd unit, the Prison, since I died many times. This was primarily due to the controls that were pretty stiff and awkward, which was why I never completed the PS1 port. Plus, I never even had the mouse to play it with at the time. That was until just about a couple of weeks ago, after having played the recent remaster by the company you work for, Nightdive, I decided to give the PS1 port another go and played it via RetroArch using PS1 Mouse emulation and mapping the WASD keys to the D-PAD of the controller to make it play like the PC original. That was when I finally got past Unit 2 for the first time and eventually made it all the way to the end of the port via Unit 5, the Inner Chamber, where I was able to face off against the Makron for the first time, but got "whipped" multiple times due to the BFG attack it pulled off from time-to-time. I didn't have the BFG10K at my disposal, unlike in the PC original, assuming that the weapon was omitted from the PS1 port, only to find out that the weapon is "still" in there, but "well" hidden away in one of the secret areas throughout the game that can be easily missed, and unlike in the PC original, the weapon itself cannot be obtained through normal means. I originally beat the port on Normal difficulty, unlocking so-called "Silver Cheats" used for the Multiplayer which I didn't mind about since, as per usual, I was only there for the Single Player.
If you play this as one of the first FPS games in your life, the controls kinda grow on you :D
That's how I am with Turok Dinosaur Hunter, the learning and skill is still embedden in my brain 😊
I was totally fine playing this one a normal PS1 controller as a kid even though I played keyboard and more on my uncle's PC. It was just what I was mostly used too
Console gamer here 🙋♀️
I like the instant snap to position a mouse does, but I'm always re-adjusting it.
I like the left thumbstick controls too, WASD has nothing on directional input when it comes to movement. 🙂
Just recently bought this game digitally on the Switch and man is it fun.. It takes me back to the days of old school F.P.S...
Amazing optimisation - efficient and at the same time respectful to the original. The real clincher is the mouse input which just takes it to the next level. Love the look of the PS1 with it's super crispy textures and this looks fantastic. Cheers MVG 👍
I love the lens flares that they added to this version too. I remember reviewing Shadowmaster for a PC games mag back in the day and really being blown away by the graphics on that one too.
MVG you're killing it with these videos, I love it! Keep up the great work, also do you have a FLAC version of your intro music "Pacific Drive", I love the theme tune but can't find a high quality version anywhere sadly! :)
Hi MVG.
Thanks for the great video.
This game and Exhumed are great FPS games on the PS1 (even though Exhumed looks better on the Saturn).
I'm currently replaying Unreal on PC but will revisit this game afterwards. 👍
you should try the recently released Unreal port to the saturn, if you have one. :)
Still got my ps quake 2 game to this day. One of my fav games on the ps. Amazing port!
I never saw this game in action before on PSX. Was that engine used for any other PSX games because it's pretty impressive
The half controller setup with the mouse is why the Nintendo Wii Nunchuck worked so well for things like Mario Kart. It just offered a controller split in two that both hands could grab and use easily. It's very similar to how Kid Icarus: Uprising is played on the Nintendo 3DS.
i thought you would be patching a iso and not a rom? am i confused on this point?
Me and my buddies spent so much time with this game, I even bought SABA VT 2927 big screen CRT TV so four of us could play a game via MULTITAP and four controllers at a time. Too bad it didn't support link cable for two PSX that we tried also. I've never stopped hoping that Quake 1 will also be ported...oh boy! ;-)
@00:10 Quake 1 in 1996 not 1995
Could be interesting to take a look at some of the recent homebrew developments on the Nintendo 64, some pretty impressive optimizations there.
the Homebrew port of portal is especially noteworthy.
Probably the best graphics I've seen on the PS1.
Up there with Vagrant Story for sure.
It's interesting to see how much they tessellated surfaces. That's a lot more triangles being drawn than I previously thought
Ps1 quake looks better than the pc version. I will never understand why anyone thought texture filtering ever looked good.
The sudden increase in polygons is just crazy; it seems literally insane to do that. The goal is to draw as few polygons as possible, and they are dumping dozens to hundreds of them into the level geometry, that could have been far lower.
It's incredible when you realize the PS1 specs are a 33.86 MHz cpu, 2 MB EDO DRAM for system ram & 1 MB VRAM.
Now days, a quad core with 8 threads running at 3ghz, 16gb system ram & 8gb video card is considered very low end for gaming.
There are actually a few games on the PS1 that I favor for that very reason. The fact that they could squeeze so much out of that cpu is great. I prefer Rayman 2 on the PS1 for instance, because of the voice acting, but also.. 33mhz and 2mb and it plays great! Same with Toy Story 2.
Thats why optimization would always surprass a more powerful hardware.
Quake 2 was my first real PC game as a kid. Christmas day, I got a Canopus Pure3D 3dfx Voodoo card and Quake 2 (back then they came in big boxes the size of a textbook). I had no issues getting it all to work, and I was blown away seeing the bilinear filtering and colored lighting. Before that, I had played a lot of Monster Truck Madness (came with the PC) with the software renderer. Pentium 5 CPU, if I recall correctly. A Compaq Presario. Good times. I knew Quake 2 inside and out. I spent so much time tweaking it that I still remember most of the console commands and cvars. Had a dialup modem with a 200-300 ms ping in multiplayer. People couldn't call because the phone was always busy (my Dad liked that no one could call and bother him while I was playing, hah!). Gamespy server browser. The golden years.
This looks like a ps2 game
Ah yes, Hammerhead Studios port of Quake 2, the version I played the most as a kid good times, everything about this version was awesome, and I mean the game even had PS Mouse support too, not to mention but the multiplayer mode was great fun if you had the players, which I could only play with my brother at the time, dope to see you finally talk about this port, Uncle Derek will be proud.
PSX IS NOT A PLAYSTATION 1.
Its obvious you wanted to talk about this game from the technical standpoint, but i must mention that the visuals are much more appealing and colourful as well as texture-work is much better and feels crunchy. This this the ultimate quake 2 for me. Its really sad that they didn't bring the PS1 textures and levels to the PC remaster
It’s strange that Quake 1 never got a PS1 port, but thanks to Hammerhead Studios for making a PS1 port of Quake 2. They did a good job of doing this despite the limitations of the console.
I played trough entire Quake 2 on the PS1 with a controller. And I loved every second of it.
Best quake ever. And a fantastic soundtrack, too. I'm so glad i can play this again now.
I actually, honest to god, didn't even notice the textures weren't flapping around like usual on the PSX, I just didn't even notice until you said.
That is insane, I don't remember ever seeing a playstation game manage that this well.
Agree
The only other one that i can think of is the first four Crash games made by Naughty Dog.
My first experience with Quake 1 was on Saturn, and even though I had a nice PC at the time and had the better versions, I still picked up Quake II on Playstation
I work with an old-timer who worked on the Quake port for the Saturn at Lobotomy; he had mentioned that they also had a PlayStation version of Quake 1 running that had awesome performance and fidelity, but the studio was shuttered before it could see the light of day. And no, he doesn't have a copy anymore :(
Maybe one day we would see it filtered on TCRF or something. I wish.
Oh man the Nostalgia, usually it's hard for me to feel it but this one hits hardschool.
I did some videos about Quake 2 in ny channel with quite success... But your channel sir, is something else. Great video!