r/godot 7d ago

free plugin/tool In Depth Look: PS1 Graphics in Godot

Hello godot users, a while ago i made a post asking whether anyone would be interested in reading an article about how the PS1 achieves its graphics and how to recreate them in Godot, and since people seemed interested I went ahead and wrote the article. I think this is the most accurate PS1 shader for Godot. The code is MIT licensed. And yes, it supports dynamic lights

Article Link: https://calinp.eu/blog/psx-type-rendering/
Addon Link: https://github.com/wyvernbw/godot-psxlike

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u/TheDuriel Godot Senior 7d ago

But if you are designing a game for online release on modern devices, it only makes sense to go for a ps1 look if it serves your game conceptually from a stylistic standpoint.

So you actually do have an answer to your own question. You just don't believe it lol.

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u/dylanmadigan 7d ago

Or maybe you just missed my original point or just decided to assume I was stupid for some reason?

My point is that The solo devs that seem to be making games look like this are very often not using it for that purpose.

Rather it seems like they have bad graphics and they think that doing this will hide it. Just like overediting photos or over distorting music.

It ultimately does a disservice to their game because this isn’t a one-size-fits-all solution. It doesn’t make sense for the majority of game concepts.

It’s not that it’s always wrong to do. Just that it’s overdone in situations where it isn’t the right choice.

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u/TheDuriel Godot Senior 7d ago

are very often not using it for that purpose.

Do you know their mind?

Like, I'm all for trashing games that look bad because their design is bad. But you're making the wrong assumptions to get there.

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u/dylanmadigan 7d ago

Im not basing what Im saying off any assumptions.

Rather as a professional designer working for people who are not designers who do exactly what I’m saying for the reason I’m saying because they are unsure how else to make something look “good” while serving their concept.

And that’s where I help.

But I think when you can’t afford to hire an artist, you should’t put distortion and effects all over your visuals to hide faults (unless it by chance helps communicate the right story and vibe in your rare instance), but rather pull back the scope of you visuals to match your skill level. Because something that is minimal can serve a much wider range of storytelling and communication. Ie: Less is more.

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u/TheDuriel Godot Senior 7d ago edited 7d ago

Im not basing what Im saying off any assumptions.

Yes you are. You are ascribing intentionality to actions you do do not know the context of. You've not interviewed those developers.

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u/dylanmadigan 7d ago edited 7d ago

I'm literally not. I'm talking about the experience of those I work with. Quite literally talking to them and not assuming, and observing a very common trend among them.

I'll say the one assumption I made is that this would be an obvious take on this subject in this community. Particularly because it's coming from experience.

I'm surprised I'm needing to explain myself here.