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PlayStation emulators

368 bytes added, 06:56, 19 July 2018
Rendering Quirks
There is no [[wikipedia:Z-buffering|z-buffer]] 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.<ref name="forum.emu-russia">{{cite web|url=https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref>
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 [https://www.youtube.com/watch?v=5oBeO-cui_c training level] 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. 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.

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