UNVEILING THE QUIRKS: THE UNIQUE CHARM OF PLAYSTATION 1'S GRAPHICAL WOBBLE

For most of you in the audience – the kids of the 2000s – there is one console in particular that stands out as a seminal moment in the history of your gaming lives. It’s the one with the colossal sales figures and the legions of adoring fans. It’s the one that pumped out some of the most formative titles in your gaming curriculum. But above all else, it’s the one with the instantly recognisable graphical style. Of course, I’m talking about the PlayStation 1 (PS1). But why did it look so – weird? Over the next few thousand words, I’m going to dive through the technological and creative compromises that led to the unforgettable visual quirk of the PS1 era.

THE FLOATING POINT PUZZLE: A CORNERSTONE OF MOTION

Until you understand how the PS1’s graphics work, it’s difficult to apprehend the very specific, floating-point-calculation-driven idiosyncrasies of interpolated motion that underpinned everything. Today’s GPUs use their FLOPs (FLoating Point Operations) per second (usually measured in teraFLOPS) as a major selling point, but the PS1’s graphics processor only supported interpolation to the extent that the position of vertices in 3D space was stored as fixed-point integers.

Crafting Motion Without the Mathematical Midai Touch

A ‘vertice’ is where lines meet, essential if you want to build polygons – the basic blocks of 3D models– and it was vital to get things like a ball or a person smoothly moving across the screen in a realistic way. Without the smoothness of floating-point arithmetic, you see the vertex locations flick around, or ‘snap’ from one position to another, which are noticeable and jarring with gentle animations.

THE MISSING Z-BUFFER: DEPTH'S DISAPPEARING ACT

The PS1 lacks a hardware Z-buffer (a kind of depth diagram) anyway, so all developers had to come up with the best possible workarounds – producing more graphical jerks that would pop polygons in and out of sight and add to the system’s hallmark motion wobble.

Affine Texture Mapping: Flat Surfaces in a 3D World

It’s the technique known as texture mapping, whereby the polygons of a game are wrapped with fleshed-out textures. Here, the PS1 takes an affine approach of ignoring depth: at a distance, textures tend to warp noticeably when objects move, and the deformation seems clear-cut, in contrast to the more stable textures on its rival consoles such as the Nintendo 64.

THE DELICATE DANCE OF PERFORMANCE, COST, AND COMPLEXITY

When limited hardware meant real choices, developers of PS1 games could maintain liquid motion at the cost of processing power, or embrace the glitches. Sony bet on speed and affordability over complexity – and won, with a legacy that runs through Grand Theft Auto, Super Mario and our screens.

EMBRACING THE WOBBLE: THE NOSTALGIC APPEAL OF IMPERFECT MOTION

Modern emulators let you fix these graphical quirks, but the argument for leaving the wobble intact is strong: it’s part of the era’s appeal, one of the reasons that early 3D gaming feels like an essential part of the PS1 life cycle.

EXPLORING MOTION: THE HEART OF THE PS1'S CHARM

These divergent approaches to motion established a paradoxically charming horizontality – a vision of orientation that bounces back and forth between a pixelated shoreline and a screen serene enough to be both purposeful and careless. The PlayStation 1’s approach to motion is now historicised, and it becomes harder not to indulge in the wobble – to pull a fuzzy screen nearer and warm to what was once a marker of failure. These endearing wobbles, bane of the early game developer, create a nostalgic charm. They ought to give us pause as we race forward in the Goritech’s horizontal drive, as it renders comfortingly smooth a motion that’s really quite ragged at its core. Perhaps the stutters and snaps owe their enduring appeal to a performance that falls short of being seamless, splendid in its twitchiness, and touchingly akin to what clarinet-wielding children refer to as a raspberry.

Jun 16, 2024
<< Go Back