PSX Cycles
The Native Retro PS1 Render Engine for Blender
Create authentic PS1-style graphics directly inside Blender!
| PSX_CYCLES.RENDER | 320 × 240 |
PSX Texture Baking to UV Maps
Export authentic PlayStation 1 lighting, color depth, and Bayer dithering straight to your game engine of choice (Godot, Unity, Unreal Engine, WebGL).
![]() Full 15-bit retro dithering & lighting baked directly onto 3D model UVs. |
![]() Pass influences (Color, Direct Light, Ambient, Dither, Quantization) & UV island margin dilation. |
"Special community thanks to George for proposing and testing this dedicated UV Texture Baking feature for Godot & indie game creators!"
PS1 Graphics, Native & Cross-Platform in Blender.
PSX Cycles is a dedicated retro render engine for Blender inspired by the visual characteristics and hardware quirks of fifth-generation consoles.
Unlike standard post-processing filters, PSX Cycles runs inside Blender's engine architecture—delivering real-time hardware-faithful vertex snapping, affine texture warping, Gouraud vertex lighting, 15-bit quantization, Bayer dithering, and alpha blending modes with instant 60+ FPS viewport feedback.

From Blender Scene to PS1 Render
| INPUT_01
BLENDER SCENE
Your models, textures, Principled BSDF shaders, and point/spot/sun lights. |
→ | PROCESS_02
GPU RASTERIZER
Native cross-platform GPU shaders executing retro rasterization at 60+ FPS. |
→ | OUTPUT_03
PS1-STYLE OUTPUT
Authentic fifth-generation aesthetics rendered to viewport and exported with F12. |
Hardware-Faithful Retro Techniques
The iconic 90s console look is achieved through specialized low-level algorithms running natively inside Blender.
| 01
Vertex Snapping & Jitter
Simulates low sub-pixel coordinate precision to reproduce the classic geometric wobble.
|
02
Affine Texture Mapping & Warping
Bypasses perspective correction for authentic PS1 texture shearing on angled polygons.
|
| 03
Vertex & Pixel Lighting Switchable
Switch between authentic Gouraud Vertex Lighting and smooth modern Pixel Lighting.
|
04
15-Bit Color & Bayer Dithering
Quantizes RGB channels and applies ordered Bayer dithering to emulate 15-bit color output.
|
| 05
Alpha & Blending Modes
Full support for Opaque, Alpha Clip, Alpha Blend, PSX Add, and PSX Subtract modes.
|
06
100% Cross-Platform (Win, Mac, Linux)
Full native support for Windows 10/11, macOS (Intel & Apple Silicon M-series), and Linux.
|
RETRO ART DIRECTION
Low-Poly Worlds
Build stylized environments and 3D scenes with the visual language of classic console graphics.
|
![]() COLOR & DITHERING
Retro Color Character
Control color quantization, Bayer dithering, distance fog, and height fog.
|
Create Your Own Retro Worlds
From indie games to cinematics and commercial projects, PSX Cycles provides a complete workflow for 90s retro 3D graphics inside Blender.
Simple, Seat-Based Pricing
Choose the commercial tier corresponding to the number of seats/users in your organization. All tiers unlock the complete engine.
| SMALL STUDIO
$129
Up to 5 Users
Tailored for small teams, boutique studios, and indie dev crews collaborating on commercial titles. ✓ Up to 5 Authorized Seats
✓ Full Engine Features ✓ Commercial Use Allowed ✓ Windows, macOS & Linux |
MOST POPULAR
INDIVIDUAL
$47
1 User
Designed for individual creators, freelancers, and solo developers working on personal or commercial projects. ✓ 1 Authorized Seat
✓ Full Engine Features ✓ Commercial Use Allowed ✓ Windows, macOS & Linux |
STUDIO
$249
Up to 15 Users
Designed for larger production teams, game studios, and agency scale pipelines. ✓ Up to 15 Authorized Seats
✓ Full Engine Features ✓ Commercial Use Allowed ✓ Windows, macOS & Linux |
| SYSTEM REQUIREMENTS
OS — Windows 10 / 11, macOS (Intel & Apple Silicon) & Linux
Blender — 4.2 or newer (including Blender 5.2) CPU — Multi-core Processor GPU — Dedicated / Integrated GPU with OpenGL/Metal |
INCLUDED WITH ALL TIERS
✓ Full PSX Cycles Render Engine
✓ Free Future Updates ✓ Direct Technical Support |
PS1 & Retro Rendering FAQ
Is PSX Cycles compatible with macOS and Linux?
Yes! PSX Cycles v3 is 100% cross-platform, supporting Windows, macOS (including native Apple Silicon M-series chips and Intel Macs), and Linux.
How do the licensing tiers work on Superhive?
All licensing tiers ($39 Individual, $129 Small Studio, $249 Studio) contain the exact same full software features. The tier you choose simply determines the maximum number of authorized users/seats within your team or studio.
Is PSX Cycles just a post-processing filter?
No. PSX Cycles is a dedicated render engine for Blender. Its retro rendering techniques are calculated at the vertex, scanline, and rasterization level rather than applied as a screen-space post-processing layer.
What makes PSX Cycles look like PS1 graphics?
The renderer combines multiple hardware-level visual characteristics: vertex jitter (snapping), affine texture mapping, Vertex Gouraud lighting, 15-bit RGB quantization, Bayer dithering, and retro distance/height fog.
Bring Authentic PS1 Rendering into Blender.
Select your seat tier above and start creating retro low-poly worlds today.
Developed by Leandro N. Marquez
PSX Cycles is an independent software project inspired by classic fifth-generation console graphics. Not affiliated with, endorsed by, or sponsored by Sony Interactive Entertainment. “PlayStation” is a registered trademark of Sony Interactive Entertainment.
PSX Cycles is a dedicated render engine for Blender that recreates the distinctive visual behavior of PlayStation 1 hardware — directly inside your existing Blender workflow.
Unlike post-processing filters or shader effects, PSX Cycles operates at the rendering level, using a native GPU GLSL pipeline to reproduce the key characteristics of fifth-generation console graphics: coordinate snapping, affine texture mapping, Gouraud shading, 15-bit RGB color, dithering, and atmospheric fog.
What makes PSX Cycles different:
Vertex Jitter & Coordinate Snapping — authentic PS1-style geometry instability driven by integer-grid snapping and virtual resolution.
Affine Texture Mapping — perspective-incorrect texture interpolation that produces the characteristic PS1 warping and stretching.
15-bit Color & Dithering — RGB555 quantization with configurable 2×2, 4×4, and 8×8 Bayer matrices, plus procedural noise.
Vertex & Pixel Lighting — authentic Gouraud vertex shading alongside smooth per-fragment lighting for more flexible workflows.
Distance & Height Fog — configurable depth-based fog for classic PS1-era atmospheric effects.
Full Blender Integration — works with standard Blender cameras, lights, and materials without requiring scene modifications.
Real-Time GPU Rendering — a native GPU pipeline designed for responsive viewport rendering across Windows, macOS, and Linux.
PSX Texture Baking (V3) — bake the complete retro look into textures for use in Godot, Unity, Unreal Engine, and other engines.
Built for low-poly artists, game developers, retro enthusiasts, animators, and creators looking to bring authentic PS1-era visual language into modern Blender workflows.


