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by Sharlin 763 days ago
Didn’t PS1 also lack perspective corrected texture mapping? That would definitely make textures wobbly. AFAIK they compensated for it simply by using as finely subdivided geometry as possible (which wasn’t very finely, really).
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The folk that made Crash Bandicoot were pretty clever. They figured out that the PlayStation could render untextured, shaded triangles a lot faster than textured triangles, so they "textured" the main character with pixel-scale geometry. This in turn saved them enough memory to use a higher resolution frame buffer mode.

https://all-things-andy-gavin.com/2011/02/04/making-crash-ba...

It wasn't Pixel scale, more paint by numbers.