Comment by badsectoracula

5 years ago

I'm not sure why you think the "Models/textures flicker due to lack of Z-buffering" is not accurate. I mean, sure, models/textures can flicker for other reasons too so technically that can be inaccurate but lack of z-buffer is one of the most common reasons since the majority of 3D games software relied on z sorting polygons that couldn't always be sorted perfectly (static geometry could be preprocessed with, e.g., a BSP tree, but as long as dynamic geometry entered the picture things became much hairier).

Or is it that it isn't a problem of PS1 but a problem of games - which, again sure, this might be true but that'd be the splittiest of hair splitting :-P it is the lack of a hardware feature that drove the games do what they do, so it isn't entirely "blameless".

> Or is it that it isn't a problem of PS1 but a problem of games

Yes, this is what I wanted to emphasize.

My intent wasn't to say that the 'lack of z-buffering' statement was incorrect (it's still true), but that there's a fundamental issue behind it, the visible/hidden surface determination, and now it depends on the developer's implementation. I believe this is overlooked on non-technical sites.

With this, I just wanted to make it more informative for the reader. I don't think the question is if the PS1 has a z-buffer or not. Sure, z-buffering is a solution, but there's the reasoning behind it that I wanted to transmit it to the reader.

Anyway, that's just my opinion.