How to make BETTER PS1 graphics

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  • Опубликовано: 21 дек 2024

Комментарии • 107

  • @Marcis.
    @Marcis.  Год назад +49

    Did you find any of the tips useful?

    • @tvorimeahrameslovenskehryv1821
      @tvorimeahrameslovenskehryv1821 Год назад +5

      Of course. This I was finding thanks.

    • @Marcis.
      @Marcis.  Год назад +3

      @@tvorimeahrameslovenskehryv1821 Awesome!

    • @bobmaster698
      @bobmaster698 Год назад +3

      yes!

    • @litjellyfish
      @litjellyfish Год назад +3

      It was really good. And correct. Compared to others. As I did work myself back in this era only thing I missed really was the mention that PS1 render out to a 16 bit framebuffer so it can be a bit of banding and also the pretty noticeable dithering. That also is part of the charm :)

    • @potat0az566
      @potat0az566 9 месяцев назад

      at the beggining, in unreal engine how do you force the resolution like that? i have looked everywhere i would appreciate help

  • @MilesDoodles
    @MilesDoodles Год назад +51

    It's so cool to see someone who ACTUALLY understands PS1 graphics
    You're great man, keep it up

  • @RanchboyAle
    @RanchboyAle Год назад +23

    Amazing! changing the color index was what my texture needed.

  • @HappyBeezerStudios
    @HappyBeezerStudios Год назад +18

    Good to see people not just suggesting to mage it ugly and geometry warping.
    Those are real tips to get much closer to the aesthetics of the hardware limitations.

  • @scream-beam3519
    @scream-beam3519 Год назад +143

    you know your stuff. a lot of people think “bad” graphics = the ps1 aesthetic, but it’s not the case. ty, you’re work is beautiful and nostalgic

    • @Marcis.
      @Marcis.  Год назад +6

      Thanks! I'm glad you enjoyed it!

    • @aziskgarion378
      @aziskgarion378 Год назад +7

      If you take Vagrant Story and up its internal resolution is epsxe or duckstation, you'd almost mistake it for a Dreamcast game.
      That game was a thing of beauty at the end of PS1 life.

    • @HappyBeezerStudios
      @HappyBeezerStudios Год назад +6

      @@aziskgarion378 Late PS1 games looked much better than early ones. The devs learned how to get much better graphics out of the same hardware. Just COmpare Final Fantasy VII, VII and IX, there is clear progression.
      Another game that looks really good, especially with higher internal resolution is Ridge Racer R4. And with the wobbly geometry fix it holds up really good even today.

    • @tvorimeahrameslovenskehryv1821
      @tvorimeahrameslovenskehryv1821 Год назад

      PS1 graphics is the best maybe at picture it dont see without psx texture effect.

    • @Marcis.
      @Marcis.  Год назад +3

      @@HappyBeezerStudios It's true for all console generations. It's amazing what devs can squeeze from an aging hardware!

  • @lukabrasi001
    @lukabrasi001 Год назад +8

    this is really well said. i hate it when people slap an affine texture warp, stretch a 64x64 texture over large areas, models are disconnected by proportion because they couldn't figure out the bone rigging and so on... people think, hey, it's PS1. let's make the game look shitty but keep in mind these games were once AAA titles going at full price. they had to look they best they could to justify their retail prices.
    i'm actually developing a game that takes after Medal of Honor 1 and Underground in terms of setting and gameplay, and i make heavy use of the PS1 look, but actually incorporate modern techniques which create this postmodern retro look where palette limited small textures have normal and roughness maps. in some places, the effect looks so good, you'd think the lighting is pre-baked into the textures themselves

    • @Marcis.
      @Marcis.  Год назад +3

      I'd love to see your project! MOH on the PS1 was awesome! One of my favorites.

  • @im_Dafox
    @im_Dafox Год назад +6

    Hey man, stopping by to say a huge thank you. Tried the indexed color trick for my ongoing game's textures, and the step up was instant. I've tried to pixelate them earlier in Dev, but turned out pretty meh and I didn't stick to it. Your trick really took my whole visuals to another level so, Thanks a lot 🙏

  • @robotinfluence
    @robotinfluence Год назад +11

    Straight to the point, need more devs like yourself

  • @goldenorbstudios
    @goldenorbstudios 4 месяца назад +2

    Thank you! You saved me a ton of time!

  • @nebula54
    @nebula54 8 месяцев назад +1

    thank you man i had no idea about indexed colors

  • @CaptainPanick
    @CaptainPanick Год назад +1

    These are some great tips, thanks man!

  • @DigiSpaceProductions
    @DigiSpaceProductions 5 месяцев назад

    1:28
    Not too heavy of a requirement, on PS1 (as in, PS1 homebrew) I make, I can just toss 15-bit textures at the PS1 no sweat, but if you want more textures, indexed textures are good, since indexed ones use less ram, you could throw more of those than 15-bit truecolor ones, typically characters would use 15-bit, the environment would use 15/16 indexed or 256 indexed color textures.

  • @DuckTheFinn
    @DuckTheFinn Год назад +4

    I think making a post process to emulate a crt screen would be a good idea, since the ps1 games were often played on those instead of crisp modern screens. It softens the image too, and doesnt look as jagged and ugly

    • @Marcis.
      @Marcis.  Год назад +3

      For sure! I prefer the CRT look. I often use CRT shaders with an emulator.

    • @sulphurous2656
      @sulphurous2656 Год назад +1

      I like to use both at times. I like the pixelation shader for the crispness, but the smoothing of the CRT shader is nice too.

  • @DeathAtYourDoorStep
    @DeathAtYourDoorStep Год назад +3

    Good vid. Wish I can get a tutorial how to use decals with PSFX in unreal. Can't seem to get those to work. Keep up the good work

    • @Marcis.
      @Marcis.  Год назад +1

      Thanks! For UE4 or 5?

  • @arciks11
    @arciks11 Год назад +3

    I think 180K polygons is number it can output if displaying triangles is literally the only thing the PS1 is doing. Add textures, game logic, animations, sound and all that and number of polygons goes down.
    In Andy Gavin's blog about making Crash Bandicoot there are such polygon numbers from someone that worked at Activision at the time.
    early years - 300-600 poly if you want decent performance.
    Crash 1 - 1800 Polys
    Crash 3 -3100 Polys
    It should be noted that Crash games had an advantage of being on rails meaning programmers could more precisely control what would be displayed at every point in the level.
    So if one wants to throw a guess at what a game with non fixed camera realistically could push in polygons in later years...
    Let's be generous and assume around 1500-1700(I'm completely spitballing here). Granted this doesn't go into tricks that games like Spyro used where they would use LOD methods to keep good draw distances.

  • @ethanwasme4307
    @ethanwasme4307 Год назад +6

    Thaaannnkkkssss!

    • @Marcis.
      @Marcis.  Год назад +1

      You're welcome!

  • @KillerDudeT19
    @KillerDudeT19 Год назад +7

    I really wanna try and mix the retro ps1 style with the modern lighting effect that ue5 uses like lumen. Thanks for this video

    • @Marcis.
      @Marcis.  Год назад +5

      It would look surreal I think. You're welcome!

    • @HappyBeezerStudios
      @HappyBeezerStudios Год назад +2

      @@Marcis. Do it!
      I've played a Deus Ex inspired Doom map and it's amazing how good the whole thing looks considering what it's based on.

    • @Marth8880
      @Marth8880 Год назад +2

      Oh hey, I actually did this for my game Psychosis! I think it turned out nice :)

    • @KillerDudeT19
      @KillerDudeT19 Год назад +1

      @Aaron Gilbert just checked out the trailer to your game it looks amazing!

    • @sulphurous2656
      @sulphurous2656 Год назад

      I've tried it out at the start of this year and it sold me on the viability of such an idea. I don't particularly have any objects towards trying to "enhance" some aspects of PSX visuals as much as I once did after trying this out. It's basically the same style, but more. That's also why I'd say that keeping millions of colors in your textures might be down to preference more than anything.

  • @BigSaur
    @BigSaur Год назад +2

    Love your work ;)

    • @Marcis.
      @Marcis.  Год назад +1

      Thanks! Haven't heard from you in a while!

    • @BigSaur
      @BigSaur Год назад

      @@Marcis. I went on an adventure :D

    • @Marcis.
      @Marcis.  Год назад +1

      @@BigSaur An adventure?

    • @BigSaur
      @BigSaur Год назад

      @@Marcis. Little road trip to recharge :)

  • @mysteriousstranger9496
    @mysteriousstranger9496 10 месяцев назад

    Can you do a video on special effect? Like how did they go magic effect, water, fire, rain, snow etc

  • @Vvix0
    @Vvix0 4 месяца назад

    At 0:18 you advise to lower the render resolution, but as far as I could find, Unreal automatically filters the render, so it looks blurry. I could not find a way to solve it without modifying the source code. Can you share how did you manage to do it?

    • @Marcis.
      @Marcis.  4 месяца назад +1

      use cmd
      r.Upscale.Quality 0

    • @Vvix0
      @Vvix0 4 месяца назад

      @@Marcis. Thank you ♥

  • @akioasakura3624
    @akioasakura3624 9 месяцев назад

    someone who actually knows their stuff. big up

  • @Rafix
    @Rafix 3 месяца назад

    awesome video

  • @xb2856
    @xb2856 Год назад +2

    great tips

    • @Marcis.
      @Marcis.  Год назад +1

      Glad it was helpful!

    • @xb2856
      @xb2856 Год назад +2

      @@Marcis. Yeah, your project is really inspiring too, looking forward to seeing some more updates!

  • @thelemetric
    @thelemetric Месяц назад

    excellent tips.

  • @rohang8246
    @rohang8246 Год назад +1

    How to make ps1 style snow or rain or explosion?

  • @svrvphimprod
    @svrvphimprod 7 месяцев назад

    how do you actually lower the game resolution tho? I kept searching for this but could never figure out how
    Edit: figured it out lol

  • @AdamBarkerThe
    @AdamBarkerThe 7 месяцев назад

    what would you recommend I do for the player shadow? I am working on a ps1/ps2 style game and trying to get the shadow to stick closer to my character in unreal and at a lower quality.

    • @Marcis.
      @Marcis.  7 месяцев назад +2

      Probably a blob shadow or a decal.

    • @AdamBarkerThe
      @AdamBarkerThe 7 месяцев назад

      @@Marcis. do you know how I would do the blob shadow? sorry, I am very new to this program and can't find a video on that specific type of shadow stuff.

    • @Marcis.
      @Marcis.  7 месяцев назад +1

      @@AdamBarkerThe search blob shadow unreal engine. The first video should do the trick.

    • @AdamBarkerThe
      @AdamBarkerThe 7 месяцев назад

      @@Marcis. thanks a ton man! subscribed.

  • @Falsechicken
    @Falsechicken 4 месяца назад +1

    I get really annoyed when companies use more expensive effects to make something look older when they just could have made them in a lower res like they used to. It creates a scenario that looks like it doesn't makes sense because why are visuals that look like they came right out of 1999 making my GPU burst into flames? xD

  • @polaritymakina8440
    @polaritymakina8440 Год назад

    I would love More of these tutorials, im just breaking unto game dev and 3d modellinh, and i grew up on ps1 so this is is the style i want to go for, is there a discord comminity anywhere for this type of game design?

    • @Marcis.
      @Marcis.  Год назад

      Yeah, I have a server discord.gg/MVXtkeN
      You can also search for Haunted PS1. r/ps1graphics also has a discord community

  • @lemmings1892
    @lemmings1892 3 месяца назад

    Anyone has a simple tuto to bake lights on a texture please ?

  • @LucioBlackwine
    @LucioBlackwine 9 месяцев назад

    pls a tut on how to make the crashing cars

  • @yourcommander3412
    @yourcommander3412 Год назад +2

    I agree with all - but if I had my way; characters would still use ragdoll :D
    Not very ps1 retro but hey - Its just how I am.

    • @Marcis.
      @Marcis.  Год назад

      There are a couple of games with ragdoll physics on the PS1 so it's not off limits!

    • @yourcommander3412
      @yourcommander3412 Год назад +2

      @@Marcis. Actually did some research and found "dave mirra freestyle bmx" have a rudimentary ragdoll system. Its quite funny.

    • @Marcis.
      @Marcis.  Год назад +2

      @@yourcommander3412 you can find all kinds of gems!

  • @RobertFletcherOBE
    @RobertFletcherOBE 2 месяца назад

    wouldn't it be a better idea to make your textures in the same dimensions as a PS1 game and then disable texture compression completely? Textures of those sizes are essential to achieving the look and they take minuscule amounts of ram

    • @Marcis.
      @Marcis.  2 месяца назад

      Try using Substance Painter at 32x32 pixels.
      And you can't disable texture compression in Unreal Engine.

  • @reynard-n7z
    @reynard-n7z Год назад

    What's the game at 2:55 called?

    • @Marcis.
      @Marcis.  Год назад +1

      Silent Hill

    • @reynard-n7z
      @reynard-n7z Год назад

      ​@@Marcis. Thanks! I really should have the guessed that. The rain effects look amazing

  • @ethanwasme4307
    @ethanwasme4307 Год назад

    what options do we have for lighting? because the default directional lights are too modern :P

    • @Marcis.
      @Marcis.  Год назад +1

      Use a dot product of the vertex normals and a direction vector.

  • @Punisher1992
    @Punisher1992 Год назад

    I noticed, if i set the Image compression to Vector, like you did, the file size tripples. And how do i set screen percentage without the game getting blurry?

    • @Marcis.
      @Marcis.  Год назад +2

      Yeah, that's what's supposed to happen.
      Add the following line to Rendering Settings in \Project\Config\DefaultEngine.ini under [/Script/Engine.RendererSettings]
      r.Upscale.Quality=0

    • @Punisher1992
      @Punisher1992 Год назад

      @@Marcis. thanks bought your stuff some time ago, still try to figure out how you did the vertex lightning static and dynamic actor xD

  • @人马开
    @人马开 6 месяцев назад

    good video

  • @studiotouge
    @studiotouge 9 месяцев назад

    How would you recommend setting the game resolution lower? I have tried lowering screen percentage but it doesn’t seem to work within the viewport

    • @Marcis.
      @Marcis.  9 месяцев назад

      There is a project setting in UE5 regarding the screen percentage you need to modify for it to work. Can't remember what's it called but if you search for screen percentage it should come up.

    • @studiotouge
      @studiotouge 9 месяцев назад

      Edit: finally found the settings in scalability on the top right of screen and just needed to adjust there while PIE was playing. Thanks for the reply @@Marcis.

  • @redvoiddd
    @redvoiddd 11 месяцев назад

    İ need your textures man

  • @sxgbln5868
    @sxgbln5868 Год назад +4

    hey man if you need someone to model or texture ps1 assets tell me, i could help for free!

    • @Marcis.
      @Marcis.  Год назад

      Thanks! I'll keep that in mind.

  • @arnoldvermeulen5357
    @arnoldvermeulen5357 Год назад

    Is tessellation possible in your PSXFX asset pack?

    • @Marcis.
      @Marcis.  Год назад

      It's possible but it won't work with affine texture mapping if your goal was to reduce the warping effect.

    • @arnoldvermeulen5357
      @arnoldvermeulen5357 Год назад

      @@Marcis. Seems like my comment keeps getting deleted... Might be because of the link I posted. Anyways, it's not for reducing the warping effect, but more to make it pop. If you google "David Colson PS1", the first link should be a blog post. About 2/3 down in the page you should see a video of Medal of Honor demonstrating the effect.

    • @Marcis.
      @Marcis.  Год назад +1

      That's what tessellation was used for. To reduce the texture warping.
      This pack doesn't tessellate surfaces. The only way you could achieve that "pop" is by building your levels out of modular pieces with several levels of detail for each piece.

  • @JohnDoe-pk8lc
    @JohnDoe-pk8lc Год назад

    What is the game at 03:58?

  • @ABaumstumpf
    @ABaumstumpf Год назад

    The poly-count of the PS1 was not really low. Lower than the theoretical peak of the N64, but the N64 also suffered greatly as its co-processor could create way more polygons than its graphics-chip could render and that chips was seriously limited in its performance when more "complex" filters were used - as well as having nearly no memory for graphics when compared to the PS1.
    In general most PS1 games didn't come anywhere near there poly-limit - that was mostly relegated to tech-demos like the T-rex and my god did it look awesome (i think that one pushed a bit over 200k tris).
    I really don't understand why it now seems to be necessary to explain people why drawing at 1080p and then downscaling has a negative impact on graphics-quality and performance, but i have seen that sadly these tips really are needed. I have seen a "tutorial" on how to get a pixel-art look in Blender that concluded you should render at 2560*1920 and then downscale 8x8 to get a nice 320x240 image ..... no, just no.

  • @FineappleRyan
    @FineappleRyan 11 месяцев назад

    Comment for the algorithm

  • @stalinmceizn
    @stalinmceizn 6 месяцев назад

    A cardboard box, huh?
    It sounds like you talk down to those ppl, but they did the very best they could back then.
    With the now better knowledge and interpretations of the systems, it sure could have looked better.. now.
    You are on to something there, keep it up!

  • @SageX85
    @SageX85 Год назад

    Why are you destroying so many videos filled with bad advise with your wisdom???? XD

  • @Raylightsen
    @Raylightsen Год назад

    Dude, NOBODY is making ps1 games. What's your point?

    • @Marcis.
      @Marcis.  Год назад +13

      You're absolutely right! I'm just trying to put google out of business by uploading videos. The more I upload the more they have to pay for bandwidth, servers, etc.

  • @Verbal_Kent
    @Verbal_Kent 6 месяцев назад

    I thought the idea was to get out of PS1 graphics .. now we are going back to it 📈📉

    • @Marcis.
      @Marcis.  6 месяцев назад +2

      You thought wrong