It's _really_ impressive looking at early PS1 games like Crash Bandicoot and then looking at late ones like Final Fantasy IX. It's amazing what they could _do_ with FFIX on the same hardware.

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@Felthry and Crash was already streaming levels from the CD while they were being played

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@noiob I'm sure FFIX's use of pre-rendered backgrounds gave them a big edge on graphical quality, since they could reserve more polygons for character models and less for terrain. Still, IX even looks fantastic compared to VII, which also used pre-rendered backgrounds. The texturing quality is outstanding.

@Felthry I think it even layers animation and FMVs in some places which must've taken a ton of work and skill

@Felthry ah wait the example I'm thinking about was in 8 lol

@noiob IX does too; there are a number of panning shots of terrain and such.

@Felthry it blows my mind how much better it looks than anything on the N64 which is technically superior (except the FMV bit)

@noiob The N64 didn't have enough texture RAM to do anywhere near as much fancy stuff as the PS1. Nintendo went _all in_ on 3D games with the n64 and it's actually not really capable of doing 2D graphics at all; it doesn't have the graphical power to do detailed textures of any appreciable size

@Felthry doesn't the N64 have much more ram than the PSX? Especially with the expansion pak

@noiob Architecture limitations mean it can't use much of it at all for textures, I believe

@Felthry okay that makes sense

I was talking to a friend about whether it'd be possible to port Mario 64 to the PSX (since the code is available now). I wonder what would be the hard limit if one didn't really care about it actually having a playable framerate or a tolerable draw distance

@Felthry I guess the RE2 port is the only thing comparable to PSX level graphics quality (and the audio and fmvs are compressed to shit)

@noiob @Felthry I think I remember they designed the levels in chunks because they were so big even their computers couldn't handle loading them entirely while being able to work on them smoothly at the time

@Siphonay @Felthry yeah and when packing the chunks they had to use random algorithms until one of them managed to make it small enough

@noiob @Siphonay I suppose advancements in the computers they used to design the games as well as in compression algorithms probably had something to do with it.

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