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Re:The Polygons of Doom: PSX by Waterluvian on Friday March 27, 2020 @07:56AM (#22702129)
Is this why geometries loved to jiggle and dance?
Re:The Polygons of Doom: PSX by _bxg1 on Friday March 27, 2020 @11:21AM (#22703570)
That's why I was so surprised! I've heard of early PCs omitting floating-point, but it seems crazy for a platform designed specifically for games, for precisely this kind of reason.
Re:The Polygons of Doom: PSX by Narishma on Friday March 27, 2020 @03:32PM (#22706024)
That's not the reason, though.
Re:The Polygons of Doom: PSX by noisem4ker on Friday March 27, 2020 @08:03AM (#22702161)
It seems so. A recent video about the graphical quirks of the PlayStation:

Why PlayStation 1 Graphics Warped and Wobbled so much https://youtu.be/x8TO-nrUtSI

Re:The Polygons of Doom: PSX by badsectoracula on Friday March 27, 2020 @08:48AM (#22702424)
The reasons mentioned in the video have nothing to do with the warping and wobbling, see what i wrote on Reddit about it: https://www.reddit.com/r/Games/comments/fnl0o1/why_playstati...
Re:The Polygons of Doom: PSX by ReactiveJelly on Friday March 27, 2020 @09:10AM (#22702539)
Yep. 16 bits isn't enough precision for 3D no matter how you use it.

When you get up to 32 or 64 bits, fixed and float are both very good.