Clipping on the PS1

  Рет қаралды 3,657

Marcis

Marcis

Күн бұрын

How does the PlayStation clip triangles?
Retro assets for Unreal Engine:
Marketplace: www.unrealengi...
Itch: marcis.itch.io/
Discord: / discord

Пікірлер: 24
@terrawest9500
@terrawest9500 Жыл бұрын
Making 3d homebrew for the ps1 must be hell XD
@StigDesign
@StigDesign Жыл бұрын
Great video :D btw what emulator you using 2:04? i know of duckstation and good old epsxe :D
@Marcis.
@Marcis. Жыл бұрын
Avocado
@StigDesign
@StigDesign Жыл бұрын
@@Marcis. oh ok Thank you :D
@StigDesign
@StigDesign Жыл бұрын
@@Marcis. is that the one you can fly cam wire frame,etc in it? :D
@mishovy1599
@mishovy1599 Жыл бұрын
we aren't worthy of these videos
@RanchboyAle
@RanchboyAle Жыл бұрын
Every time I see a video about the PS1's limitations I admire the developers more.
@traggeydatroll
@traggeydatroll Жыл бұрын
SUPER interesting stuff, more of this please!
@neenaw
@neenaw Жыл бұрын
Great explanation, looking forward to more, subscribed!
@StarkCraftsYT
@StarkCraftsYT Жыл бұрын
I love those technically deep dive videos of yours 🫡
@xylvnking
@xylvnking 8 ай бұрын
I love your art
@StarkCraftsYT
@StarkCraftsYT 8 ай бұрын
@@xylvnking I love you too
@bubblegumnipples1639
@bubblegumnipples1639 Жыл бұрын
When I was working on Ps2 and PSP games one of the most annoying things was having to subdivide large polys to make sure you didnt see them clip out when a vert was far enough off screen. I'd have to chop stuff up, Spend 10 minutes loading it onto a dev kit (And you'd usually have to wait your turn because there'd be a queue) . Wander around looking at the level from every angle possible, Take notes of the clipping. Go back and subdivide, Reload on the dev kit, repeat. It took so much time and it would also break all the lighting which was baked into verts. I hated it. I can see why they had to do this weird warping on PS1, We had to add in a lot of extra polys on PS2 in order to get around it and there's no way the PS1 could have handled that. Still I'm grateful that I was lucky enough to work on such low powered systems. I learned so many tricks and a lot of them I still use today. And it was extremely satisfying when you figured out how to actually get it working.
@AnnCatsanndra
@AnnCatsanndra 11 ай бұрын
This isn't what I was searching for but it's freaking cool to see!
@PersonalAccountIndeed
@PersonalAccountIndeed Жыл бұрын
You're way too fucking smart.
@stef8776
@stef8776 Жыл бұрын
I just discovered your channel. I like your content! Question, do you have experience working as a game developer or graphics engineer? Or in general have a CS background?
@Marcis.
@Marcis. Жыл бұрын
Thanks! I am a self-taught gamedev.
@osakaandrew
@osakaandrew Жыл бұрын
I remember that UC Davis video on clipping (kzbin.info/www/bejne/pZiamYJ8rtV-prM). He goes into the theory (which is interesting) and then the math (which is surprisingly simple). It made me realize that while WebGL doesn't have geometry shaders, it almost certainly rewrites your vertex data on the fly when your triangles partially extend outside of the viewable volume. This clipping is done automatically and there's no way to hook into this process, but if you could, it would probably end up being the same thing as a geometry shader. That said, I've never understood why textures get snapped and warped when rendering some quads. I know it's a result of projection but it doesn't make any intuitive sense to me and I've never had a project where it happened.
@malorum
@malorum Жыл бұрын
This is like the history channel for nerds and I'm all here for it!
@SimonSlav-GameMakingJourney
@SimonSlav-GameMakingJourney Жыл бұрын
I hope I am not the only one who loves PS1 models and atmosphere, but not the artifacts?
@cuttlas2955
@cuttlas2955 Жыл бұрын
Wow so much cool advance stuff , thanks
@countvondutchessofwestmoor3974
@countvondutchessofwestmoor3974 Жыл бұрын
another amazing video
@lukabrasi001
@lukabrasi001 Жыл бұрын
very interesting stuff. how did you free your camera in medal of honor?
@Marcis.
@Marcis. Жыл бұрын
I used Avocado emulator
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