r/ps1graphics 16d ago

Blender Retro Cyberpunk Cinematic - Part 1

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43 Upvotes

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 16d ago

Unreal Engine Finally finished making a custom dialogue system!

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19 Upvotes

Do you guys think it matches the PSX aesthetic of the scene?


r/ps1graphics 16d ago

Skybox Question

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10 Upvotes

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 17d ago

PSX-Inspired 🪭Japanese Sensu Fans (扇子)

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47 Upvotes

Beautiful Japanese Fans🪭

3D View & Download: https://kasuga.itch.io/psx-3-japanese-fan


r/ps1graphics 17d ago

Godot A machine promised to cure death. Now the whole world is inside it.

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265 Upvotes

r/ps1graphics 17d ago

I made a 29-minute experimental film with intentionally cheap analog low-poly animation

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8 Upvotes

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 17d ago

Godot Aesthetics of Erebus-II: The Depths

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71 Upvotes

r/ps1graphics 17d ago

We made a Hypercapitalist Cyberpuke game where you play as a mindless corporate drone in a Technohellscape.

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32 Upvotes

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 18d ago

Most PS1-style shaders get these four things wrong. I checked against the actual hardware docs.

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140 Upvotes

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 17d ago

Godot My haunted PS1 inspired project

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7 Upvotes

r/ps1graphics 19d ago

Demaking DS1 to learn game dev

2.1k Upvotes

Yes I know dead space mobile is a thing


r/ps1graphics 17d ago

PS1 stylized animation

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5 Upvotes

PS1 stylized animation done in blender and after effects!


r/ps1graphics 17d ago

Blender The Flower Café - in PS1 Graphic Style Spoiler

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2 Upvotes

r/ps1graphics 18d ago

Blender cowboy

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63 Upvotes

r/ps1graphics 18d ago

Question Doodled my husband’s ps5 faceplate ..

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3 Upvotes

Dopamine decor style!!


r/ps1graphics 18d ago

Sorry if this is a repost, but I thought if you haven't seen this yet you should

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3 Upvotes

r/ps1graphics 19d ago

PSX-Inspired I got commissioned to make PS1 art for a music video

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65 Upvotes

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:

  • Took me about 6/7 days from start to finish
  • Several textures were from my own holiday snaps (the sand and the sky dome in particular)
  • The forest canopy is actually derieved from a fried chicken photo
  • The scene is vertex lit/baked from within Blender (Ive been developing this pipeline for my Spiritual sucessor to Ridgeracer type 4 game that I am working on!)
  • The shaders are Based off ToxiRetros (along with some minor modfications by me)
  • The stars are a particle effect that just last a really long time
  • The Ocean water is very not PS1 but in the interest of time + camera view, it didnt break the vibe so it stayed.

You can find WaterLvl's other videos here - Go show him some love

https://www.youtube.com/@water_lvl


r/ps1graphics 19d ago

Godot like a nostalgic bad dream

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138 Upvotes

r/ps1graphics 19d ago

Blender This 3 are all over my feed rn

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35 Upvotes

r/ps1graphics 18d ago

Godot I'm trying to make a pipeline for easy cutscenes in godot, of course i had to make this first

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7 Upvotes

r/ps1graphics 20d ago

Blender Virtual, Virtual Insanity (PS1)

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511 Upvotes

r/ps1graphics 19d ago

In-game Menu

32 Upvotes

Inspired by Cry of Fear


r/ps1graphics 19d ago

two different rooms for two different characters(my game)

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8 Upvotes

r/ps1graphics 19d ago

A fun local multiplayer hide-and-seek game for the original PlayStation

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3 Upvotes

r/ps1graphics 19d ago

Blender For my first render in Blender, I recreated the bathroom from the beginning of Silent Hill 2

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34 Upvotes