Reverse Engineering The PS1 Aesthetic
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The indie game space has seen a rapid rise in games emulating the style of the ps1 era. So, how did the ps1 work? Why did ps1 games look like that? How can we recreate these effects?
Topics covered: Texturing, Model View Projection, Rasterization, Perspective Division, Affine Texture Mapping, Vertex Colors, Gouraud Shading (Vertex Lighting), Silent Hill Fog, Distance Fog, Quantization, Dithering
No AI was used in the making of this video.
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Code: https://github.com/GarrettGunnell/Godot-PSX
Resources:
https://www.copetti.org/writings/consoles/playstation/
https://www.songho.ca/opengl/gl_projectionmatrix.html
https://learnopengl.com/Getting-started/Coordinate-Systems
https://danielilett.com/2021-11-06-tut5-21-ps1-affine-textures/
https://pikuma.com/blog/how-to-make-ps1-graphics
https://psx-spx.consoledev.net/graphicsprocessingunitgpu/
https://en.wikipedia.org/wiki/PlayStation_technical_specification
Music:
Afternoon Break - Persona 3 OST
In A Moment's Time - Skullgirls OST
Midori Eyes - Paradise Killer OST
During The Test - Persona 3 OST
GO!GO!STYLE - Paradise Killer OST
Sandgem Town (Day) - Pokemon Diamond OST
Layer Cake - Persona 5 OST
Poems In The Fog - OMORI OST
The Fog - Persona 4 OST
Every Day Is Night - VA-11 Hall-A OST
Junes Theme - Persona 4 OST
Ode To Heroes - Metaphor ReFantazio OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
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