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PlayStation Developer Type Generation Release date 1994 Discontinued 2006 Successor Emulated ✓ The (frequently referred to in shorthand as the PS1 or PSX) is a fifth generation console released by on December 3, 1994 in Japan and September 9, 1995 in the US. It was retailed for $299 ($491.90 in 2018 money).
It had a R3000 CPU (which was used by NASA for a space craft to take pictures of Mars because of it's reliablity) at 33.8688 MHz with 2MB of RAM and 1MB of VRAM. It used a proprietary MDEC video compression unit, which is integrated into the CPU, allowing for playback of full motion video at a higher quality than other consoles of its generation. Apologia de socrates editorial gredos pdf gratis. It actually had better stereo sound that other stereos at that time. It was a commercial success, partly due to being relatively easy to program for compared to others at the time and because its CD-based media was cheaper than the competition. Jittering in games can stick out more when using higher internal resolutions.
This full-color GIF may require you to view its page to see the animation. The PlayStation takes shortcuts when rendering as a result of making most of the hardware available, and this can cause some quirks that become even more noticeable when the internal resolution increases. Polygons may jitter as a result of low-precision fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that have the ability to increase the internal resolution have attempted to fix this. There is no in the hardware.
This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.
When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. Tenchu: Stealth Assassins is particularly infamous for texture distortion, most noticeably in the where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation's geometry rate.
This has been solved in at least one emulator. Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons.
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The emulators that use software rendering and can increase the internal resolution are capable of retaining dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts. Less-notable games using special peripherals ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot that has connectable parts and plugs into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons: • It's not a common game.
• No third-party controller and memory card connector has gotten support by emulators the same way that Nintendo's official GameCube controller adapter has. • To emulate this purely in software means it has to be reverse engineered, which can take a bit of time. CD format PSX games use the CD-ROM XA (eXtended Architecture) format which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc. Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio.