|This a Useful Notes page.|
ENOS Lives: U R NOT E
Never Underestimate The Power Of PlayStation
Long story short, Nintendo didn't think through a contract with Sony by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for a potential CD-ROM add-on which was being developed by Ken Kutaragi. Yamauchi didn't like the deal, but instead of telling Sony that and drawing up a new contract, he instead went with Phillips to develop an alternative CD-ROM add-on for the SNES... a deal which also imploded (resulting in Phillips' split with Nintendo for their own standalone CD-ROM "multimedia" set-top, the CD-i; a messy legal battle also gave Phillips the rights to some of Nintendo's franchises, resulting in the infamous Zelda and Mario CD-i games), and caused Nintendo to spurn both the 32-bit era and the CD-ROM format. Sony, meanwhile, was reluctant to get into gaming, but that move lost Sony face. So Sony had to get into gaming to reclaim its honor.
Thus the PlayStation as we know it was conceived. Sony redesigned the "PlayStation X" from a fancy CD drive for the SNES into a full-fledged console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind. He also made sure it was easy to develop for, so programmers could get their 3D system right out the gate. Sony also had, by far, the most developer-friendly license in the industry, with low royalties and no "our console and nobody else's" restrictions. This made the system extremely attractive to developers. Combined with great early sales and the larger profit margin, it attracted many developers, and thus began two generations of PlayStation dominance.
However, in North America, the PlayStation had a rocky start. Sony hired a certain Bernie Stolar as head of Sony Computer Entertainment America, the North American arm responsible for licensing content and developers for the PlayStation. Stolar's Executive Meddling, specifically vetoing many JRPG localization releases for the PlayStation in North America and prioritizing sports titles, almost lead to the PlayStation failing in the market. Sony quickly caught on and booted Stolar and voided his policies. The PlayStation began to thrive in the US once other game genres began entering the market soon after Stolar's policies were removed, and with the release of Final Fantasy VII the rest is history.PS 1"/"PS One", given that they were released late in the console's lifespan with its successor, the PlayStation 2, on the horizon, thus there was a need to differentiate it from its impending successor. Though Sony has kept the PS One designation for its downloadable "PS One Classics" line.
- A 32-bit RISC CPU at 33.8688 MHz. (In particular, the CPU was a MIPS R3000-series. All machines in the Playstation family used MIPS CPUs until the Playstation 3, which uses a PowerPC variant.)
- A Vector Unit called the "Geometry Transformation Engine", built inside the CPU.
- A full-fledged GPU. Although the CPU/GTE rotates and translates the polygons; the GPU rasterizes and shades them.
- Textures were high quality for the time, and could have quite a bit of detail. Unfortunately, the system lacked filtering for the textures, which meant that high-contrast textures would look blocky up close.
- Nor was it able to do texture mapping well; due to the use of affine texture mapping (no accounting for perspective) textures generally appear to warp and twitch when the camera moves. Some developers came up with tricks to minimize these effects, but in the main it was just something that PlayStation owners got used to.
- Finally, despite both the vector unit and rasterizer working with fixed-point mathematics (not as good as an FPU, but much better than nothing), only integers could be passed between the two, leading to the slightly stilted movement of polygons that typify PlayStation graphics (Watch any slow-moving object and you'll notice how the polygons seem to "snap" to each new position, rather than moving smoothly).
- In the US, Nintendo tried to sue Sony for adding vibration and analog capabilities to the controller. Nintendo lost the case because this didn't violate their patents. Immersion later did successfully sue them because it did violate their patents.
- Dual Analog: Actually preceding the Dual Shock, the Dual Analog controller shared the same buttom placement as its successors but distinguished itself with its longer grips, concave sticks, ridged shoulder buttons and an additional compatibility setting for games that supported the little-known analog joystick. It also lacked rumble outside of Japan.