Recreating the original look of the playstation 1 era has become really popular among recent indie developers, Mostly because of the Aesthetics and the Low amount of work it needs to create the environment since u can get away with almost all sorts of shortcuts and detail miss
When making a Playstation 1 style game Developers mostly Focus on how to make the game look retro and poorly made since back in 1994 there was no fancy Post Processing or High res texturing, models were very low poly and even the Original PS1 had no Z depth buffer thus most models are left untouched by the current gen technology, Playstation 1 had a few core things that made the games look like that
• AffineTexture Mapping
This is a way of Correcting texture mapped on the surface of a mesh, depending on the camera angle the texture would wrap in weird ways hence the poor cpu speed and UV Handling system in PS1
More about Affine Texture Mapping - https://mtrebi.github.io/2017/03/15/texture-mapping-affine-perspective.htm
• Vertex Jittering
PSX could only handle a handful of triangles and vertices, thus the vertex mapping on the mesh would often make the objects vertices jitter as the camera moves
More on this - https://www.reddit.com/r/gaming/comments/bkedc/heres_a_question_why_do_3d_models_on_the_ps1_tend/
• Texture Filtering
PS1 Didnt have any texture filtering which made the textures into smaller chunks and made the texture crisp, This filtering on The Unity Game engine is known as Point Filtering (No filtering)
• No anti aliasing
Antialiasing is a technique used in computer graphics to remove the aliasing effect. The aliasing effect is the appearance of jagged edges or “jaggies” in a rasterized image (an image rendered using pixels).
PS1 Due to its limitations had no way of using this, thus the Pixelated Low resolution Look became its Iconic look
Ill be going throughout a Step by Step video on Explaining how to get the Authentic PS1 Look on Unity Game Engine using URP and Built-in Renderpipeline