The whole thing is a great story.
https://all-things-andy-gavin.com/2011/02/02/making-crash-ba...
> Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
> Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash.
◆ Service life of feed motor
The current consumption of feed motor must be less than initial value plus 30% after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track)
◆ Service life of limit switch
The contact resistance must be less than 100mΩ after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track)
◆ Pick-up slide operation
The pick-up should operate perfectly after 50,000 cycles. (1cycle : innermost track → outermost track → innermost track)
https://github.com/JonathanDotCel/psx_clean_laser_mirror
https://psxplanetcodes.tripod.com/repair.htm
Plastic, unlike brass, wears out quickly due to friction. Quickest test was flipping PSX upside down, worn out sled unit would start playing perfectly again in this orientation.
so Yes, there was a rather low seek (move up and down) limit on first units caused by cheap design and inferior manufacturing process.
Was the vertex compression responsible for the wobbling/swimming effect you'd see on models, when running Q1 and Q2 in OpenGL mode?
[1] https://all-things-andy-gavin.com/2011/02/02/making-crash-ba... Especially part 3.
> Our occlusion worked on a texture level. That is, if we had a giant polygon with a fern texture on it (think many leaves but lots of empty space) the occlusion could actually get rid of polygons behind the leaf part of the texture but leave the polygons seen through the alpha channel holes. No other game had that kind of detail in occlusion, and it paid off immensely. Given how small ground polygons could be in the distance, a little fern action went a long way.