“You could understand almost everything about what the system was doing”.
When Sony published Polyphony’s Gran Turismo in 1997, it wasn’t just the amazing handling, realistic physics and wealth of real-world cars that so impressed critics and players alike – the game looked like it was an entire generation ahead of its PlayStation rivals at the time, boasting (mostly) convincing reflections and a level a visual detail that had never been witnessed before on Sony’s 32-bit console.
The Performance Analyser was fundamentally a PS1 devkit with an integrated bus analyzer and a bunch of memory
Read the full article on timeextension.com
“You could understand almost everything about what the system was doing”.
When Sony published Polyphony’s Gran Turismo in 1997, it wasn’t just the amazing handling, realistic physics and wealth of real-world cars that so impressed critics and players alike – the game looked like it was an entire generation ahead of its PlayStation rivals at the time, boasting (mostly) convincing reflections and a level a visual detail that had never been witnessed before on Sony’s 32-bit console.
The Performance Analyser was fundamentally a PS1 devkit with an integrated bus analyzer and a bunch of memory
Read the full article on timeextension.com