It's theoretically possible to implement Z-Buffer in PSX emulators/GPU plugins. Tekken character limbs are a good example to see that. The lack of a Z-buffer causes things like Z-Fighting and polygons popping over others and makes it impossible to implement Trilinear/Anisotropic filtering in the PS1 emulators. "The PS1 hardware didn't have a z-buffer.
BLUR VITALITY DREAMCAST HOW TO
Don't really know how to describe it accurately. The Windows theme I have covered hereīasically the PSX didn't have a z-buffer, meaning many 3D games on the PSX had polygons or textures popping over each other creating visual artifacts. But really only Dino Crisis enthusiasts need apply. A arrange mode and having access to everything aside from infinte weapons from the get go is nice however. Not quite sure what the reason there was. I actually had to use the Trial launcher to get my copy of the PC version to launch. I had better performance on the Trial version than I did the retail version. Then through emulation and perhaps even the use of different plug-ins could come out to looking similar to the DC version. Especially on vita/ps3 where you can alter controls use the analog as well as smooth the image. Sadly the price for the DC version still hovers close to 15-20 on sites depending on condition.ĭue to it's ease of purchase, playable platforms, and cheaper price the PSX version remains just as fine a version to enjoy the game. When played on the original consoles the leap isn't quite as large, it's still a difference and the added VMU support and different lighting are a nice touch.
Even without emulation the DC wins in every regard.
BLUR VITALITY DREAMCAST FULL
If possible I will provide a actual system comparison in full in the future. The PSX version could perhaps be ran at a better render with different plug-ins, but for this comparison I wanted to compare with as little of a set-up to the user as possible. Thanks to emulation the PSX and DC version can be ran at 60 FPS with no issues, while the PC version for some reason is locked at 31fps. As you can see the DC version seems to come out the best and also has a slight change in it's lighting as well. They're all running at 480p, and with the best rendering while keeping at the resolution. However I have a Emulation comparison which I found to be quite interesting. Sadly I don't have any capture gear so I can't provide a actual in-depth digital foundry like comparison.
Wanted to make this thread since I could never find a concrete listing of differences between all the versions.