News for hackers. Stuff that matters.
Re:Architecture of the Playstation by flipacholas on Wednesday June 23, 2021 @02:37PM (#27608301)
The lack of floating point unit on the PS1 is commonly misinterpreted, see https://www.copetti.org/writings/consoles/playstation/#tab-5...
Re:Architecture of the Playstation by badsectoracula on Wednesday June 23, 2021 @03:32PM (#27608976)
I'm not sure why you think the "Models/textures flicker due to lack of Z-buffering" is not accurate. I mean, sure, models/textures can flicker for other reasons too so technically that can be inaccurate but lack of z-buffer is one of the most common reasons since the majority of 3D games software relied on z sorting polygons that couldn't always be sorted perfectly (static geometry could be preprocessed with, e.g., a BSP tree, but as long as dynamic geometry entered the picture things became much hairier).

Or is it that it isn't a problem of PS1 but a problem of games - which, again sure, this might be true but that'd be the splittiest of hair splitting :-P it is the lack of a hardware feature that drove the games do what they do, so it isn't entirely "blameless".

Re:Architecture of the Playstation by flipacholas on Wednesday June 23, 2021 @05:30PM (#27610669)
> Or is it that it isn't a problem of PS1 but a problem of games

Yes, this is what I wanted to emphasize.

My intent wasn't to say that the 'lack of z-buffering' statement was incorrect (it's still true), but that there's a fundamental issue behind it, the visible/hidden surface determination, and now it depends on the developer's implementation. I believe this is overlooked on non-technical sites.

With this, I just wanted to make it more informative for the reader. I don't think the question is if the PS1 has a z-buffer or not. Sure, z-buffering is a solution, but there's the reasoning behind it that I wanted to transmit it to the reader.

Anyway, that's just my opinion.

Re:Architecture of the Playstation by hypertele-Xii on Wednesday June 23, 2021 @03:29PM (#27608928)
Your citation contradicts itself. The polygon jitter exists for lack of floating point unit. While it's possible to emulate the necessary precision, it's uneconomical without the acceleration provided by a dedicated processing unit. Without floating point, the PSX isn't fast enough to render complex scenes in real-time accurately; Hence the jitter.
Re:Architecture of the Playstation by flipacholas on Wednesday June 23, 2021 @05:37PM (#27610769)
I don't mind being wrong and I will correct the article if needed. That being said, I'm interested in debating this, what if the PS1's GPU had implemented some sort of sub-pixel precision and edge antialiasing? Do you think the lack of floating-point vertex coordinates would have been noticeable? (I'm assuming the 'jitter' means the sudden jumps when polygons move slowly).
Re:Architecture of the Playstation by hypertele-Xii on Thursday June 24, 2021 @08:02AM (#27616343)
I have no idea :)