Psx Cycles | Ps1 Render Engine For Blender
Why does the Render output resolution look high-res but pixelated?
The engine renders geometry onto a low-res virtual frame buffer (e.g. 320x240) to simulate retro hardware, and then upscales the output using nearest-neighbor filtering to match the output resolution configured in your Blender Output properties (e.g. 1920x1080). This preserves the clean, crisp look of retro pixels on modern displays. This can also be changed on PSX Settings.
Why does my material look solid white?
Ensure your material uses a Principled BSDF or Emission shader connected to the Material Output node (As It should be by default in Blender). If you have an image texture connected, verify that the image is loaded correctly in Blender and the file path is not broken.
Do procedural shaders (like Checker Texture, Noise Texture, or ColorRamp) work?
Yes! The engine features an automatic Bake-on-Change node evaluator. It processes Blender's shader nodes and bakes them into low-res textures behind the scenes when you modify properties. This allows you to use Blender's procedural textures seamlessly without manual baking.
Why do my textures look warped or distorted when rotating objects?
This is Affine Texture Mapping working as intended! Old Consoles did not have hardware support for perspective-correct texture mapping, causing textures to stretch and shear based on their angle to the camera. If you want modern, correct mapping, uncheck Affine Warp in the PSX Rasterization & Geometry panel under Render Properties.
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