this post was submitted on 07 Feb 2026
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Although often tossed together into a singular ‘retro game’ aesthetic, the first game consoles that focused on 3D graphics like the Nintendo 64 and Sony PlayStation featured very distinct visuals that make these different systems easy to distinguish. Yet whereas the N64 mostly suffered from a small texture buffer, the PS’s weak graphics hardware necessitated compromises that led to the highly defining jittery and wobbly PlayStation graphics. ...

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[–] actionjbone@sh.itjust.works 49 points 2 days ago (3 children)

3D graphics were incredibly primitive back then. There really weren't "3D processors" as we know them today.

On top of that, CRTs masked many of the weirdest graphical artifacts - the shimmering we see on modern screens was much more of a blur on screens at the time.

It's fun to look back at the PlayStation and the N64, and to see how each of them handled limitations in a different way.

[–] LoafedBurrito@lemmy.world 3 points 17 hours ago

Resident evil for N64 is mind boggling how they were able to shrink it down enough to fit on that tiny rom chip.

[–] djdarren@piefed.social 19 points 1 day ago (1 children)

This Noodle video on how old games were developed with CRT in mind was absolutely mind-blowing to me.

[–] floquant@lemmy.dbzer0.com 3 points 17 hours ago

Yeah, for example when emulating GB/GBC/GBA games, simulating the slow LCD response time makes all the difference. Jittery shaking animations become soft blurs, and everything feels much closer to the authentic hardware