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PS1 复古游戏风格提示词

一套全面的提示词,旨在将图像转换为 PlayStation 1 时代的低多边形电子游戏截图,并呈现真实的视觉技术特征。

nano-banana-pro · 3D 渲染 · 复古 / 怀旧 · 摘要 / 背景 · 游戏素材

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PS1 复古游戏风格提示词PS1 复古游戏风格提示词

中文提示词

将整张图像转换为一张直接从 {argument name="console era" default="90 年代末 PlayStation 1 (PS1)"} 游戏机运行在原始硬件上的电子游戏截图。将场景中的每一个元素——所有物体、角色、表面、背景、光照和细节——重新渲染为 {argument name="geometry style" default="低多边形 3D 模型"},要求具有清晰可见的三角形切面、平坦的几何棱角,且完全不进行任何平滑或细分处理。使用极低分辨率的纹理(256×256 像素或更小),使其呈现模糊、像素化且高度压缩的效果,并带有明显的平铺接缝、多级渐远纹理(mipmapping)伪影以及粗糙的 UV 映射。 在所有表面应用经典的 PS1 仿射纹理映射,使纹理随着视角或摄像机角度的变化而产生明显的拉伸、扭曲、晃动和变形(在地板、墙壁和曲面物体上尤为明显)。完全移除所有抗锯齿效果——每一条边缘都必须呈现尖锐的锯齿状,并带有明显的阶梯感。仅使用基础的平面着色或简单的 Gouraud 顶点着色,不包含动态光照、实时阴影、高光反射或任何高级特效。通过在所有色彩渐变、天空、阴影和半透明区域引入可见的棋盘格或有序抖动图案,模拟 PS1 的 16 位色深和 5-5-5 RGB 限制,以防止色彩断层。 包含典型的 PS1 图形特征:移动或倾斜几何体上细微的顶点捕捉/抖动/晃动,适当的多边形闪烁或 Z-fighting(深度冲突),以及逐渐淡入低细节雾气的有限绘制距离。整体分辨率应呈现出原始的 {argument name="resolution" default="320×240"} 或 640×480 PS1 帧缓冲区输出效果,使整张图像在现代屏幕尺寸下观看时,既有轻微的柔和感,又具备独特的复古像素质感。在完全保留原始场景构图和摄像机角度的同时,将所有内容转换为纯粹的 PS1 3D 风格,就像照片本身是在真实的 PS1 游戏中建模并渲染的一样。无需文字覆盖、HUD 元素、字幕、菜单图形、扫描线、CRT 曲率,也不要进行任何现代后期处理——只需一张干净、直接的来自游戏机视频输出的截图。

原始提示词

Transform the entire image into an authentic screenshot captured directly from a {argument name="console era" default="late-1990s PlayStation 1 (PS1)"} video game running on original hardware. Re-render every single element of the scene — every object, character, surface, background, lighting, and detail — as {argument name="geometry style" default="low-polygon 3D models"} with clearly visible triangular facets, flat angular geometry, and no smoothing or subdivision whatsoever. Use extremely low-resolution textures (256×256 pixels or smaller) that are blurry, pixelated, and heavily compressed, with obvious tiling seams, mipmapping artifacts, and poor UV mapping. Apply classic PS1 affine texture mapping across all surfaces so textures visibly stretch, warp, wobble, and distort unnaturally with any change in perspective or camera angle (especially noticeable on floors, walls, and curved objects). Remove all anti-aliasing entirely — every edge must be sharply jagged and aliased with prominent stair-stepping. Use only basic flat shading or simple Gouraud vertex shading with no dynamic lights, no real-time shadows, no specular highlights, and no advanced effects. Simulate the PS1’s 16-bit color depth and 5-5-5 RGB limitations by introducing visible checkerboard or ordered dithering patterns in all color gradients, skies, shadows, and semi-transparent areas to prevent banding. Include typical PS1 graphical quirks: subtle vertex snapping/jitter/wobbling on moving or angled geometry, minor polygon pop-in or Z-fighting where appropriate, and a limited draw distance that may softly fade into a low-detail fog. The overall resolution should feel like a raw {argument name="resolution" default="320×240"} or 640×480 PS1 framebuffer output, giving the whole image a slightly soft yet crunchy retro pixel look when viewed at modern sizes. Preserve the original scene composition and camera angle exactly, but convert everything into this pure PS1 3D style as if the photo itself were modeled and rendered inside an actual PS1 game. No text overlays, no HUD elements, no subtitles, no menu graphics, no scanlines, no CRT curvature, and no modern post-processing of any kind — just a clean, direct screenshot from the console’s video output.