> Tessellation (up to 2x) to reduce issues with large polygons
From the videos I've watched there is still insane amounts of affine transformation texture warping, is that because it's not enable or because 2x is not enough?
I guess they will need to also redo all level geometry to be more amenable to tesselation... I guess that's why many ps1 games had blocky looking levels.
I see a lot of texture warp like you mentioned but I'm not seeing the geometry popping (wobble?) that was a hallmark of ps1 games, I'm guessing they're using soft floating point for the geometry and doing perspective-correct texture mapping would just be too expensive for decent frame rate
It notes in the Known Issues section that "Tessellation is not good enough to fix all large polygons".
Maybe it just needs more tessellation or something else is going on, because you're right - even as someone who grew up on the PS1 and is accustomed to early 3D jank, it looks painfully janky.
right now there is basically no preprocessing of level polygons and they are copied as is, but when it is implemented, the largest polygons will be split to solve this
this is also necessary to fix the occasional stretched textures, as texture coordinates are also limited to a smaller range per polygon on PS1