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THE PS1’S PERFORMANCE ADVANTAGE OVER THE SATURN’S QUADRATIC SURFACES
SUPERIOR TEXTURE CAPABILITIES
- The Saturn had a lack of 3D backgrounds in 3D fighters and reduced frame rate for those that did have something other than a flat area.
- Watch out for the walls! In many Saturn games when an object or big wall gets too close to the camera there are slowdowns. That’s because the bigger the quad is, the more expensive it is to render.
- Flexibility is important to character modeling. Character modeling and animation evolved a lot during the 32-bit generation: it began with models composed of separate limbs and evolved to deformable continuous models. The Saturn was perfect for the former but ill-suited for the latter due to the quads not supporting per-vertex texture coordinates and the visual artifacts caused by non-coplanar quads.
- When porting Quake to the PlayStation, Lobotomy started with the Saturn version as a base but was surprised to see it running 60 frames per second on the PS1 hardware before they added collection detection, the game logic and AI. The Saturn was bottlenecking at rendering the quadratic shapes.
SUPERIOR TEXTURE CAPABILITIES
- Textures applied to shapes enhanced the realistic look that many PlayStation games were striving for. While the Saturn held up to the PlayStation relatively well, the N64 was greatly limited resulting in more of a cartoon style.
- The PlayStation conquered both the Saturn and the N64 on the texture front, but in different ways.
- At a glance, the Saturn’s 1.5MB of video memory exceeds the PlayStation’s 1MB, but the Saturn’s video memory is segmented and has a smaller limit for textures. On the Saturn developers have 512KB for textures and display lists, 512KB for the frame buffer and 512KB for the 2D background CPU. The PlayStation, however had a more variable setup for its video memory and developers typically had about 700KB usable memory for textures.