the tednindo 64 had 4 kilobytes of texture cache
not megabytes, KILOBYTES
a single 64x64 color texture is more than could fit in the cache for the entire system
The N64 draws a textured triangle by physically rotating it in 3d space. PSX rotates only the wireframe in 3d space, projects it onto the screen, then squishes and stretches like in an image editor the texture so it fits the wireframe. Sorry IDK how to explain it to morons. Linear interpolation was significantly faster to do back then, that's why they did it.
really hate that every single indie homosexual wants to have the "PSX style" which ultimately means emulating this obvious flaw that does not look good in any way
Floating point division is pretty much the slowest thing a cpu can do so they used an alternative method that didn't involve that but gave a close approximation of the proper method.
It's not a mistake, it's a deliberate choice to save power at the cost of warped textures.
Same reason the playstation had vertex jiggle, because the system used lower precision math for rendering. Nintendo was anal about N64 devs using higher precision rendering and accurate texture mapping despite the performance hit because they saw it as proof of their system being superior.
IIRC both consoles couldn't "really" do 3D, but emulate it. N64 was closer but harder to program for while PS1 was the opposite.
t. techlet who had someone smart explain this to me at one point
>System has an oddity that is a genuine flaw, not a stylistic choice >People years later call is "soul" and make games with the same glitch on purpose
Stockholm syndrome.
N64 can't do more than two textures in the first place tho
why would you lie on the internet snoy
the tednindo 64 had 4 kilobytes of texture cache
not megabytes, KILOBYTES
a single 64x64 color texture is more than could fit in the cache for the entire system
64x64 only if you use less than 256 colors
Can someone ELI5 the two different formulas?
The N64 draws a textured triangle by physically rotating it in 3d space. PSX rotates only the wireframe in 3d space, projects it onto the screen, then squishes and stretches like in an image editor the texture so it fits the wireframe. Sorry IDK how to explain it to morons. Linear interpolation was significantly faster to do back then, that's why they did it.
really hate that every single indie homosexual wants to have the "PSX style" which ultimately means emulating this obvious flaw that does not look good in any way
was this common for the time as a limitation or was this a math mistake
probably just did it because it's faster
it's a limitation, division is a huge b***h for computers even today
Floating point division is pretty much the slowest thing a cpu can do so they used an alternative method that didn't involve that but gave a close approximation of the proper method.
>having graphical artifacts due to FSR/DLSS
>bruh
>having graphical artifacts on PS1 due to snoy workaround for weak hardware
>holy shit soul
It's not a mistake, it's a deliberate choice to save power at the cost of warped textures.
Same reason the playstation had vertex jiggle, because the system used lower precision math for rendering. Nintendo was anal about N64 devs using higher precision rendering and accurate texture mapping despite the performance hit because they saw it as proof of their system being superior.
IIRC both consoles couldn't "really" do 3D, but emulate it. N64 was closer but harder to program for while PS1 was the opposite.
t. techlet who had someone smart explain this to me at one point
you don't recall correctly. both could do 3D.
3D dis *unzip sprite*
It's called SOVL.
>System has an oddity that is a genuine flaw, not a stylistic choice
>People years later call is "soul" and make games with the same glitch on purpose
Stockholm syndrome.