Originally Posted by
kool kitty89
The PSX has a programmable resolution which is much more variable than the Saturn and also able to do high res at normal color depth (then again, it can ONLY render in 15-bit RGB anyway), and has much more variable resolution than the Saturn in general. (it can also go lower res than saturn, and do single or tripple buffering)
Since RAM is shared for framebuffer and texture memory, that also means there's a direct trade-offs for resources there and low res games will have more space for textures.
Single buffering saves space too though, which would include single buffering with interlacing similar to VDP2. For example, a game running at 640x448i would need 560 kB for the framebuffer leaving 464 kB (so not much worse than the Saturn's VDP1). But, like Saturn, you'd need to render at the refresh rate to avoid tearing artifacts, so 50 or 60 fields per second. (and either 25/30 or 50/60 frames per second in terms of vertex computation and game logic -the latter would more likely be a limiting factor on the PSX)