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2 posts tagged with "GPU"

PlayStation GPU rendering topics.

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PS1 Rendering: Textures, Vertices, and Draw Order

While working on Polygon Engine's renderer, I needed to understand which visual artifacts associated with PS1 came from the hardware and which could be implementation errors. Texture distortion, small jumps in vertex positions, and incorrectly ordered polygons can appear in the same scene, but they have different causes.

Separating them helped me review each stage of rendering more clearly. To explain how they relate, it helps to start with the process that turns model vertices into an image. From there, I can identify where each problem occurs and what can reduce it.

Memory, Textures, and Palettes on PlayStation 1

While studying PlayStation 1 memory for asset importing, I had to separate three things: game data, graphics, and sound. Each uses a different memory region, so calculating the total size of a scene was not enough.

A scene can leave space in main RAM and still exceed VRAM capacity with its textures. Resident sounds have a separate limit as well. Understanding that separation helped me decide what the engine needed to show when reviewing assets before export.