Yeah, I think you need to do another lap on your rollerblades and come back to this.
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One thing that interests me is what they're doing in terms of graphics options. I expect a CRT filter and at least bilinear texture filtering like the PS2 could do, but what else? Are they going to do perspective correction so the textures don't warp? Increase rendering resolution? Anti-aliasing? 🤔
ePSXe FTW
Let me play the damn games on the PS4 you piece of shit company.
If they announced Alundra and SotN... I'd bite.
No analogue sticks? Sony pls.
Let's get down to brass tax here... How hackable is it?
Quote from: HardcoreRetro on September 19, 2018, 06:39:36 AMLet me play the damn games on the PS4 you piece of shit company.yep. i can almost excuse nintendo for not just releasing their games on the console cause they are idiots when it comes to online/digital anything but sony should just let me play the games i already bought years ago on ps3
Quote from: nachobro on September 19, 2018, 09:35:22 AMQuote from: HardcoreRetro on September 19, 2018, 06:39:36 AMLet me play the damn games on the PS4 you piece of shit company.yep. i can almost excuse nintendo for not just releasing their games on the console cause they are idiots when it comes to online/digital anything but sony should just let me play the games i already bought years ago on ps3Also different game formats, so whatever. But Sony's entire history is disc based, so let me just pop my fucking games in and play. I'm currently using my PS3 for PS1 games, which is I guess still okay. But it's going to be annoying going another generation forward without the ability to use a PS emulator that costs them nothing.
They probably stuck a PSTV in a Playstation shell and that's probably as far as they went. If you guys don't remember what the PSTV was, it's basically a Vita for home. Can play digital PS1 games, PSP games, Vita games.
Are they going to do perspective correction so the textures don't warp?
Quote from: Rufus on September 19, 2018, 06:28:57 AMAre they going to do perspective correction so the textures don't warp?This is the one thing you can't do with PS1 games if you're using the original game, you have to change the math in the GTE-related code. When you're emulating it you can't just fix it because you'd have to fix every single vertices and know how wrong they are and what the frame is supposed to look like so as how to fix them.One bad thing about that generation is how ugly everything is when you draw it at higher resolutions due to the various quirks like this. And there's no fixing it for any of the platforms.
Psx had analog sticks laaaate into its life, those golden years were analogless, I never had analogs for my psx
There is PGXP (also available in libretro's beetle-psx-hw):https://www.ngemu.com/threads/pcsxr-pgxp.186369/
All the triangles are being transformed but the low precision results in many vertices of small triangles getting the same position. This causes those triangles to collapse into lines or points, becoming degenerate, with an area of zero.You can see this happening in the image where groups of small triangles form simple squares, two or three triangles stretch as their vertices snap to the same few points while other triangles disappear altogether.The PlayStation's GTE has a function to cull these degenerate triangles called NCLIP which also removes triangles that are facing away from the viewer (back-face culling). As PGXP calculates and stores vertices in high precision the implicit simplification doesn't happen but the default NCLIP behaviour still results in small triangles, that would have become degenerate, being culled. This is because the emulated game expects a low precision integer value which will be truncated to 0 for many small triangles.To solve this PGXP calculates its own NCLIP result in high precision and then intentionally skews the results so that values that would become 0 are now rounded up to 1 or -1 before passing it back to the emulator. So technically, rather than creating more triangles from a mesh, it is preserving existing triangles that would otherwise be simplified out.
There are two main reasons for the jitter seen on PS1 games: Lack of floating point support on any of the PS1 hardware, meaning vertex positions are stored and modified using fixed point values and arithmetic. The resulting lack of precision causes 3D geometry to jitter and distort as vertices visibly snap between positions instead of moving smoothly. Lack of perspective correct texturing, which requires vertices to have a valid W component, meaning all textures use affine sampling. This causes textures on 3D models to become increasingly warped as primitives stretch into the distance.When a game was developed for the PlayStation there would be no floating point values or operations in the code at all, meaning that if the developer wanted to add support in the PC port (or Dreamcast, N64, etc.) they'd need to rewrite all the fixed point arithmetic and values as floating point. If they didn't then the port would suffer the exact same graphical issues as the PS1 version. The developers who ported MGS, Tomb Raider, FF7 and similar games obviously did this, and also added support for full 3D geometry with depth and perspective correction.
Why LOL? The 5 games they showed already are worth the price of admission. Rest is bonus
Couldn’t give less of a fuck about PSX but would totally bite for as PS2 version as I was a whiny gamecube stan and never got to play katamari
The lack of analog sticks is baffling. Did they forget psx had analog sticks? So no Ape Escpae?Also these clips look like shit. NES and SNES classic look amazing on hdmi. They didn’t smooth out anything?! Also Wild Arms? Lmao. And 100 dollars?Psx is one of my favorite systems but this a pass for me. That box does get me nostalgic tho. Ps2 classic WHEN.
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