JesusClownFox
Newcomer
Hello!
It's been awhile since I've been on here, but I never really keep up with the daily PS3 rumors anyway.
What I'm wondering here is about the way that the PSOne hardware saw and used textures. I see the mentioning of CLUTs frequently, and that strikes me as very similar to the idea of color palettes (as in sprites). Then I also remembered reading that the Saturn did use sprites for textures (since it had no hardware texturing), and then came to the question of whether or not this was also the way PS hardware achieved the effect. How does a sprite really differ from the bitmaps used in today's textures?
And how is the alpha figured in there, anyway? All these descriptions of 8-bit and 15-bit are very vague as to how many bits go into what channels.
Second, this moves into the realm of baseless speculation, but realistically with that 1MB of VRAM in the PSOne, how likely would it have been to use 8:8:8 textures instead of what seems like a maximum of 5:5:5? How about a potential depth-buffer of corresponding resolution?
P.S. I know that a good deal of what I said in initial question is probably riddled with inaccuracies and assumptions, but I'm just trying to get all my ideas out so that they can be corrected point by point.
It's been awhile since I've been on here, but I never really keep up with the daily PS3 rumors anyway.
What I'm wondering here is about the way that the PSOne hardware saw and used textures. I see the mentioning of CLUTs frequently, and that strikes me as very similar to the idea of color palettes (as in sprites). Then I also remembered reading that the Saturn did use sprites for textures (since it had no hardware texturing), and then came to the question of whether or not this was also the way PS hardware achieved the effect. How does a sprite really differ from the bitmaps used in today's textures?
And how is the alpha figured in there, anyway? All these descriptions of 8-bit and 15-bit are very vague as to how many bits go into what channels.
Second, this moves into the realm of baseless speculation, but realistically with that 1MB of VRAM in the PSOne, how likely would it have been to use 8:8:8 textures instead of what seems like a maximum of 5:5:5? How about a potential depth-buffer of corresponding resolution?
P.S. I know that a good deal of what I said in initial question is probably riddled with inaccuracies and assumptions, but I'm just trying to get all my ideas out so that they can be corrected point by point.