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I implement Silent Hill fog in my (real) PS1 game. It's exactly the same technique that Silent Hill uses (reverse engineered it). It's pretty incredible, looks great and pushes PS1 to its limits. I'll write a blog post explaining how it works later. :)
171,627 Aufrufe • vor 1 Jahr •via X (Twitter)
10 Kommentare

Twitter kinda hates dithering and butchers it with compression, so here's a more high quality version: (P.S. Plz like, share and subscribe, heheh)

Quick question, wasnt the fog in SH suposed to give some slack to the ps1 by reducing the drawn distance? So why is it pushing it to its limit in your case? Because what you aleady done is already demanding? 🤔 sorry if it sounds rude, english isnt my first language 😛

One one hand it does allow you to set a draw distance to the minimum. On the other hand, it requires you to draw all the static geometry *twice* and do some complex blending/masking/color interpolation, so it's not cheap by itself. P.S. It doesn't sound rude. :)

Also check it out, @HauntedPs1 Maybe I'll bring something to you one of those days... (You'll need to include a PS1 emulator in the collection to run it, though 😂)

Love it, this looks spot on!!!

Thanks! That’s because it’s *exactly* how SH does it. 😂

cc: @ObsoleteSony @NitroRad 👀

Wait... is the fog not just HW accelerated and built-in with either a fog-table or some coefficients you can set in some registers somewhere on the GPU? Dafuq? If it's not in HW, yeah, wtf, how are you doing it? lol.

Haha, there are three things that are HW accelerated here: 1. "dpcs" GTE command which can do color interpolation quickly (8 cycles) - it's basically "color + (farColor - color) * depth" 2. Blending (first untextured quad is drawn, than a semi-transparent textured quad on top)

there it is!

