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One post tagged with "VRAM"

Frame-buffer layout, texture pages, palettes, and video-memory budgeting.

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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.