Talk:PlayStation technical specifications

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Multiple incorrect statements.[edit]

For example:
"Alpha blending (4 per-texel alpha blending modes)" There is no real alpha-blending on PlayStation, as neither framebuffer nor textures color format even has alpha field, there's only 1 bit treated as transparency enable/disable for texture and mask on/off for framebuffer.
"Mode 24: 24 bit (16,777,216 colors)" AFAIK, there's no 24-bit texture color format. None of GPU-accelerated rendering, besides data transfer operations, work with 24 bit output color format. All of the drawing operations expect 16-bit framebuffer and use 4/8/16-bit textures. 24-bit color is just for displaying images generated by CPU/MDEC. At most, you can scroll/flip it. Some of the other lines are just marketing blurbs that actually refer to features that are already listed.
Basically, the whole list of GPU features is a marketing blurb as the most of it describes what can be done on the GPU, not what it actually can do and uses some terms such as "sprites" inconsistently, in somewhat deceptive way.

 — Preceding unsigned comment added by 217.23.114.50 (talk) 12:26, 20 November 2017 (UTC)[reply]