This is how The Legend of Zelda: Ocarina of Time would look like on the PlayStation 1, with a side-by-side comparison of the two. All that's needed to get games to look like this is run them with software-rendered graphics on Project 64, however, this feature creates lag, and may not be possible on weaker computers.
If you have any requests for games you would like to see in PSX format, let me know in the comments, and I will play and record them in 1080p.
AN ACTUAL SONY PLAYSTATION WAS NOT AN ACTIVE PART OF THIS VIDEO.
Did... .. I just read comments about Playstation and Nintendo that were constructive, and didn't turn immediately into a flame war??
That was the most amazing thing I've ever seen. :D
utzie12 4 days ago
Look at the edge of the river... Minecraft!
IgnisNetwork 5 days ago 2
I feel like the draw distance wouldn't be as good.
theZELGAMER 1 week ago
Good idea but nintendo wont allow it
magicianofdhs 2 weeks ago
nice man
i want to see perfect dark and goldeneye 007 on a "playstation" home made version.
Can you make a video please?
spirit25he 2 weeks ago in playlist Autres vidéos de InTrepidGaming
@dunnono00 Usually, the only games that did a good job displaying large environments without fog on N64 were made by Rareware or Nintendo. Most other developers had to deal with the many bottlenecks of the N64 hardware. On PS1, cutting these environments in half as you say, would actually allow for even LESS fog and less loading points so the tradeoff ain't too shabby. Keeping a far draw distance would mean lower framerate, but that happened on N64 at times too. I see what you're saying tho
Suplexmachine 3 weeks ago
@Suplexmachine
Yet the draw distance was definitely ahead of what the PS1 displayed, hence the awe that lingers in the memories of those taking their first steps around Peach's castle, or the Hylian fields. Cutting those environments in half, adding jaggies, fog, loading, etc, is that worth the tradeoff for more, but lower quality polygons? They work for some games, not so much for others. The tradeoffs can go either way.
dunnono00 3 weeks ago
@dunnono00 Oh there would definitely be loading times, no way around that with CD format. Wobbly polygons (I assume you mean texture warping) is something developers came to grips with after awhile on PS1, but I would rather have little perspective correction issues when I'm too close to a wall rather than a wall constantly looking blurry. Jaggies suck but in turn you get to throw around more polygons at higher framerates. Even N64 had a lot of draw distance problems...one word, FOG.
Suplexmachine 3 weeks ago
@TailsSena
I would think developers preferred a unified memory architecture. The 360 uses this method, while the PS3 has it divided.
dunnono00 3 weeks ago
@Suplexmachine
You are neglecting the wobbly polygons, additional loading times, jaggies and reduced draw distance. You act as if the PS1 would have no drawbacks for a game like OoT.
dunnono00 3 weeks ago