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juanuys | 4 years ago

Whenever I hear "fixed point arithmetic", it reminds me of the jittery graphics on PSX.

Can't find a more official source than Reddit, but here goes:

> It's because the position of each polygon's vertex (corner) is only calculated at a very low precision. Once the polygon moves (or the camera) the vertexes will stay at the same point, until they're closer to the next and suddenly "jump" to the new position without transition. Newer graphics hardware could interpolate smoothly here with more in-between states (that's where all the talk about "floating point precision" came from in graphics).

0. https://www.reddit.com/r/gaming/comments/bkedc/heres_a_quest...

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queezey|4 years ago

The “jitter” of PSX graphics is caused by a number of factors: https://retrocomputing.stackexchange.com/a/5021

Incidentally, the Nintendo 64 also used fixed point numbers in RDP graphics instructions, but did not exhibit the same visual artifacts as the PlayStation.