What Was the PS1 Like to Develop Software on?

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Zygal Studios

Zygal Studios

3 жыл бұрын

It was overall a very simplified way of doing 3D in this time period!
Hardware wasn't as impressive as the competition, but it offered simplicity and good visuals!
That 64 byte FIFO buffer of commands offered a simpler way to interface with the Geometry Transformation Engine (GTE).
Special thanks to Rodrigo Copetti!
www.copetti.org/
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Пікірлер: 31
@Kolyasisan
@Kolyasisan 3 жыл бұрын
It's so neat seeing a programmer say "lerp" instead of "linear interpolation" because it's named that everywhere in libraries/languages.
@ZygalStudios
@ZygalStudios 3 жыл бұрын
Thank you! Thats exactly why I said it :) So people can make the connection.
@3sc4p1sm
@3sc4p1sm 2 жыл бұрын
Berp and trerp were never a thing
@kellan5431
@kellan5431 10 ай бұрын
Some issues I noticed: 1. At 1:54 you list the GPU as the GTE, even though they’re completely separate components 2. The PS1 has no MMU or TLB. This functionality was removed from the system control coprocessor 3. The CPU is actually a LSI CW33300, which is binary compatible with the MIPS R3000A. The R3051 is a microcontroller built around the R3000 and was not used in the PS1
@MaxAbramson3
@MaxAbramson3 Ай бұрын
Damn, beat me to it on all three counts. In practice, game consoles were always using the EC or LC versions of CPUs to save money (68EC020, PA RISC 7100KC, etc) or gain extra performance (Cray supercomputers). Since only one process was represented on each processor, MMUs and TLBs were unnecessary. Most of the power of the PS1 was in its GTE, but the C libraries were so obtuse that they lowered performance by 80-90%. Eventually, that problem was worked out with developers. I always suspected that SONY may have hobbled the system on purpose so that they could show better graphics with their games, but competition from the Saturn and "Ultra 64" proved too much. The PS1 could theoretically draw 120,000 textured polygons with features on buy rarely got to 90k. It could draw 360,000 flat shaded, though 1.5 million with no features could be done with the GTE.
@BubblegumCrash332
@BubblegumCrash332 3 жыл бұрын
Another great video. I always forget about the PS1 when talking about retro consoles. This was a great reminder
@ZygalStudios
@ZygalStudios 3 жыл бұрын
Thanks for continuing to watch! :) Yes, it seems to slip through the cracks at times. It was a really well designed system and simple enough to scale.
@mikeshaver-miller745
@mikeshaver-miller745 Жыл бұрын
Ew. You can’t call PS1 retro! I’m not even thirty yet 😭😭😭
@BubblegumCrash332
@BubblegumCrash332 Жыл бұрын
@@mikeshaver-miller745 people are even starting to call Xbox, Gamecube and PS2 retro
@photosynthesis69
@photosynthesis69 3 жыл бұрын
Appreciate the information here but the music isn’t working for me when I’m trying to hear/understand what you’re saying about the architecture. I would suggest turning it down in your mix some or using something more ambient sounding.
@franesustic988
@franesustic988 3 жыл бұрын
Nice introduction to ps1, however I have a few nit-pics: At 2:20 you say "different stages of that instruction can be handled at the same time" , don't you mean different stages of multiple instructions, bc that makes sense and that's what the picture shows. At 7:36 you say 44.1 k audio.. that would be fine, if the video wasn't constantly referencing bits, this way not saying kHz causes a confusion. And when talking about architecture, highlight parts you are talking about on the scheme more frequently, the time I'm looking for something (if I'm looking at the small screen) is the time I'm not fully appreciating what you are saying & not reflecting on the position of that part in the whole (this would have been be especially beneficial for Saturn). I like what you are doing on the channel, so this criticism is with the best of intentions. Keep up the good work!!!
@ZygalStudios
@ZygalStudios 3 жыл бұрын
Fiest off, THANK YOU for constructive criticism :) I always welcome it.. At 2:20, should have made it more clear, but with RISC, it's one instruction per clock cycle. That instruction I refer to is multiple instructions at different stages happening at the same time. "That Instruction" refers to the one instruction executed in unit time. However, I see how confusing that can sound 😅. I will make sure to say it more clearly next time. 7:36 I wholeheartedly agree. Should be specific that it's frequency. And thanks for the last suggestion too! I will do that in the next video. Seriously though, these comments are awesome. It helps a ton. Thank you!!
@albertabramson3157
@albertabramson3157 2 жыл бұрын
Don't forget that the Playstation 2 sold 155 million, and most of the PS3's could still play PS1 games. That means that games developed for the PS1 would run on about 300 million systems. However, with its relatively low resolution, ordinary PCs can now emulate the PS1 entirely in the CPU and on the many GB or RAM that we've got to play with, including laptops. That means that there are now billions of machines that can play games like Crash Bandicoot, Metal Gear, and GT2.
@damiank9443
@damiank9443 Жыл бұрын
All PS3 play PSone games.
@jimmy21584
@jimmy21584 2 ай бұрын
Old PS1 programmer here. From experience, the main problem with PS1 was the lack of perspective correct texture mapping, not fixed point. Fixed point is not inherently inaccurate; both schemes are still using 32 bits of precision.
@MaxAbramson3
@MaxAbramson3 Ай бұрын
For some reason, in my memory, it used 24-bit fixed point. I can't find documentation that says one way or the other.
@pashaxyz9496
@pashaxyz9496 3 жыл бұрын
Another great video!!. I love console arquitecture... Greetings from Brazil!
@pashaxyz9496
@pashaxyz9496 2 жыл бұрын
@@mrhugoplay1436 opa !
@Sinn0100
@Sinn0100 Жыл бұрын
I still can't believe the PSX used polygons for everything. It created the illusion of sprite based graphics using polygons and thats just nuts.
@vast634
@vast634 Жыл бұрын
I have just learned that dithering can be used in other type of signals other then just 2D images.
@ZygalStudios
@ZygalStudios Жыл бұрын
Yep! Dithering is a technique that has numerous applications. I've used it myself for something totally unrelated
@lysandros765
@lysandros765 Жыл бұрын
In the initial slide you refer to GTE as 'the GPU', however PS1 had a separate GPU chip designed by Toshiba as shown in the diagram later and you don't comment on its specs and capabilities (including frequency, vram bandwidth, fill rate etc.) Wasn't GTE more a 3D vector math accelerator/-co processor instead of 'the GPU'?..
@PaulSpades
@PaulSpades 10 ай бұрын
GPU is an nvidia term. Back then, the math calculations and pixel pushing was split up, and considered different tasks. PCs had graphics cards with outputs and 3d accelerators. After nvidia merged the two functionalities in their cards, and ATI followed suit, we're left with the modern GPU and confusing graphics and computing APIs that uses them for 2d and 3d graphics output or just a convoluted matrix and vector math co-processor.
@ahmetmutlu348
@ahmetmutlu348 Жыл бұрын
5 stage pipeline and syncronoud paralel audıo subsstem technically thats indirectly some as multicore cpus ... that makes sebse they used multicore pipeline sstem an lov memory witf fas cd data aceess which means easy to switch executing code. And seems thats enough to make it look faste-superior then it is.
@joaogrrr
@joaogrrr 2 жыл бұрын
Disregard perspective correction, acquire crispness, sharpness and transparency.
@Tolbat
@Tolbat 2 жыл бұрын
Interesting, so after watching the Jaguar breakdown as well, how do these compare by tech stats not games?
@waterheart95
@waterheart95 2 жыл бұрын
The ps1 wins by a good margin due to its architecture being far more efficient, no show stopping bugs, and less bottlenecks. The only advantage of the jaguar is its color depth. PS1 can do more effects, good texturing, and more for free. Plus it has a great sound chip, cd audio, and fast 2d. Jaguar is made for pushing out flatshadded 3d and a high number of sprites but at a cost.
@MaxAbramson3
@MaxAbramson3 Ай бұрын
Say jaguar also has hardware support Z buffering. That had to be done in software on the PlayStation.
@hubzcaps
@hubzcaps 3 жыл бұрын
Bawlsaque
@pkzadam115able
@pkzadam115able Жыл бұрын
Does this video show you how to write down tools to convert playable PS1 levels to the PC platform?
@Stray_x
@Stray_x Жыл бұрын
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