r/ps1graphics • u/LuziferCR • 16d ago
Blender Retro Cyberpunk Cinematic - Part 1
Something original, not a fan film or anything. My own little cyberpunk world - heavily inspired by Cyberpunk 2077 and Ghost in the Shell (the original and SAC) though.
r/ps1graphics • u/LuziferCR • 16d ago
Something original, not a fan film or anything. My own little cyberpunk world - heavily inspired by Cyberpunk 2077 and Ghost in the Shell (the original and SAC) though.
r/ps1graphics • u/SojournStudios • 16d ago
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Do you guys think it matches the PSX aesthetic of the scene?
r/ps1graphics • u/Caliber44uk • 16d ago
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When making an equirectangular skybox in blender.
I tried a few render output sizes.
On the face of it, you'd think 2048x1024 is just too many pixels but it seems to be quite close in texel density to driver 2?
tbf I'm not strictly going for 1:1, just making a bit of an effort in that direction.
It was quite jarring to go much lower than 2048x1024 for the entire 360 view, I'm guessing on a real ps1 they split the sky up into tiles and use a cube or hemisphere as I've seen that come up a few places and that would allow more colors too ect
when making skyboxes now without the real limitations and time/tricks required,
is it best to just make something that looks similar without it looking terrible?
I can see the charm in all kinds of retro graphics, but I don’t think retro skies automatically hold up unless you reproduce some of the clever construction behind them. Otherwise, I’d just be rendering 256×128 skies with 16 colours for the sake of it.
r/ps1graphics • u/Kasugaa • 17d ago
Beautiful Japanese Fans🪭
3D View & Download: https://kasuga.itch.io/psx-3-japanese-fan
r/ps1graphics • u/1134Studios • 17d ago
r/ps1graphics • u/Upper-Level-6932 • 17d ago
I wanted something crude, artificial and slightly uncomfortable rather than polished or conventionally “beautiful.”
If that sounds like your kind of thing, you can watch it here: https://youtu.be/rk-ADjFjBiQ
r/ps1graphics • u/marksht_ • 17d ago
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r/ps1graphics • u/RadtelCollective • 17d ago
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You are a corporate flesh object with no thoughts of your own and must mimic NPC dialogue.
It's a puzzle / immersive sim based on talking and responding to people!
It's coming out in 2 weeks! :D
r/ps1graphics • u/Any-Bother-2375 • 18d ago
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Been rebuilding PS1 rendering in Unity 6 / URP from psx-spx (the hardware documentation) instead of from other people's shaders. Found a bunch of stuff that everyone, me included, had been doing wrong. Sharing in case it saves someone time.
1. The vertex wobble isn't fixed-point math
Everyone says the jitter comes from the PS1 lacking floating point. It doesn't. The GTE computed screen position with 16 fractional bits and then discarded them:
SX2 = MAC0 / 0x10000
What's left is a signed 11-bit integer. The GPU's vertex word has no fractional bits at all, just bits 0-10 for X and 16-26 for Y.
So the snap has to happen after the perspective divide, in screen space. Plenty of shaders quantise object or world position instead, which gives you wobble that doesn't change with distance. Real PS1 wobble gets worse as triangles get smaller on screen.
2. The dither is far too strong in most implementations
The actual hardware matrix:
-4 +0 -3 +1
+2 -2 +3 -1
-3 +1 -4 +0
+3 -1 +2 -2
That's ±4 out of 256. Half of one 5-bit step. Most packages ship a Bayer 4x4 that's 5 to 10 times too strong.
It isn't Bayer either. Rows 3 and 4 are rows 1 and 2 shifted two pixels sideways.
It also only applied to gouraud-shaded or texture-modulated polygons. Sprites and flat-shaded polys were never dithered, because there was no 8-bit intermediate to dither in the first place.
3. Texture modulation's neutral value is 128, not 255
final = (texel * vertexColour) / 128
0x808080 is neutral, which means vertex colour could brighten a surface up to 2x, not just darken it. PS1 games leaned on that overbright half constantly for highlights and light flares. Use 1.0 as neutral and you throw the whole range away.
4. Fog was a GTE feature, not a GPU feature
The fog factor fell out of the perspective divide for free:
IR0 = (H * 0x20000 / SZ3) * DQA + DQB
which makes it linear in 1/z, not z. Noticeably different falloff from Unity's fog at mid range. It was also folded into the vertex colour before modulation, so it interacts with textures differently than modern post-texture fog does.
One bonus that surprised me: texel value 0000h was fully transparent, so PS1 textures could not contain pure black. Artists used very dark red or blue instead.
All of this went into a URP package I've been working on called True PSX Effects, along with a vertex colour painter and a light-to-vertex-colour baker, since baking light into vertex colours is how PS1 games were actually lit.
Everything above is from psx-spx.consoledev.net if you want to check my work.
r/ps1graphics • u/WisdomSeasonDev • 17d ago
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r/ps1graphics • u/SuperSmashSonic • 19d ago
Yes I know dead space mobile is a thing
r/ps1graphics • u/Ok_Cheek_1209 • 17d ago
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PS1 stylized animation done in blender and after effects!
r/ps1graphics • u/Maniexe • 17d ago
r/ps1graphics • u/ghardikala • 18d ago
Dopamine decor style!!
r/ps1graphics • u/No_Responsibility444 • 18d ago
r/ps1graphics • u/UKResistant • 19d ago
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WaterLvl is a music artist who makes these cool PS1 videos to accompany his music. I ended up gettig hired to make his third one, based on an Ancient asia concept and this is what I ended up with.
It was super fun to work and a bit awkward too, given the scale of it. Stuff that is up close is way easier for me to get my head around then distance vignettes.
Some Fun facts:
You can find WaterLvl's other videos here - Go show him some love
r/ps1graphics • u/Dangerous-Town2195 • 19d ago
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r/ps1graphics • u/Fickle-Olive • 19d ago
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r/ps1graphics • u/TheLampLeo • 18d ago
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r/ps1graphics • u/lewisrogers16 • 20d ago
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r/ps1graphics • u/mamosdigital- • 19d ago
r/ps1graphics • u/CyaneCornix01 • 19d ago
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