
Depending on the Writer: The eight bombers' exact biological relationships vary between source materials, some referring to them as siblings and others depicting them as mere members of a species of Bombermen.Color Motif: Certain appearances give them unique personalities to reflect their colorations.Big "WHAT?!": In Super R, each of them may do this when they're blown up.Badass Adorable: Especially when making a (n n) face.Amazing Technicolor Population: Beyond these eight, various multicolored background Bombermen started appearing since around Bomberman '93.Also known as the Super Bomberman Rangers or simply Bombermen. There a before / after to better grasp what's changed? it's been a while since i've played ps1, but all these codenames in the youtube titles have me interestedĪnonymous Mon May 9 01:29:09 2016 No.3200710įile: 231 KB, 1028x791, 36973-Gran_Turismo_-5.jpg It's proper Texture Perspective correction.Īnonymous Mon May 9 01:27:00 2016 No.3200707 PS1 Texture Perspective Correction: Anonymous Mon May 9 01:20:54 2016 No.3200690Īnonymous Mon May 9 01:24:41 2016 No.3200702ĭoes this remove that ugly distortion on the textures that happens at certain angles?Īnonymous Mon May 9 01:26:12 2016 No.3200705įile: 146 KB, 1280x720, Proper lines in roads for once.jpg File: 872 KB, 1280x720, actual proper lines in the fucking road.The eight siblings. This is a feature for psxr for texture correction. This fixes this.Ĭompare the road lines in this image to: >3200705Īnonymous Mon May 9 01:31:43 2016 No.3200714 Notice the road lines? They get totally messed up the further from the screen.

I wonder if affline mapping only was worth it in the end.Īnonymous Mon May 9 04:08:18 2016 No.3200931 It's kinda weird to see psx games without this lolĪnonymous Mon May 9 03:57:05 2016 No.3200914Ĭrash Team Racing doesn't draw the polygons at the edge of the screen, what the fuck.Īnonymous Mon May 9 04:01:50 2016 No.3200919Ī lot of surfaces in PS1 games were tessellated to minimize texture warping, which increased the polygon count. Should elaborate on this: a flat plane, that on any other system would be just 2 polygons, could be 10 or 20 on certain PS1 games. The more vertices, the more data an affline texture mapper can interpolate between. It's not some technical feature of the PS1, but an artistic decision when making 3D models. It's also useful for realtime lights, which are calcuated per vertex on the PS1.
#BOMBERMAN FANTASY RACE PNG FULL#
Perspective correction is pretty expensive though, you'd need a full divider in the GPU texture engine and increase the size of the commands coming from the CPU/GTE. I guess they prefered to have a very fast even if inaccurate rasterizer. Same reason for using integer coordinates in the GPU and no Z-buffer. Solving those issues would slow things down pretty significantly. Many games managed to do really well with those limitations, Crash games look pretty good for instance.

Besides those issues only become glaring when increasing the internal resolution which obviously was not a concern of Sony's engineers at the time. I think overall it was the right decision. Why has PS1 emulation been such shit until relatively recently?Īnonymous Mon May 9 06:52:57 2016 No.3201119 Someone explain to me how it took 23 years for someone to think of doing this? This webm looks worse than accurate though, you're supposed to have water deformation effects and MGS doesn't suffer too much from lack of perspective correction on average (except when you look around a corner sometimes).Īnonymous Mon May 9 06:50:07 2016 No.3201115 Compare with the N64 for instance, they had a much better GPU on paper but in practice the PSX managed to have the more impressive games overall IMO. Yeah, I don't know what's going on there. Maybe it causes problems with MGS.Īnd remember, these are all built ON TOP OF the ancient epsxe/pcsxr plugins.
