Playstation 1 vertex position jitter / rounding effect

I am interested in recreating the effect seen on the old PlayStation 1 graphics where the position of vertices seem to be rounded off to non-float values (16-bit ?) or something like that. The result is this jumpy vertex position particularly noticeable in animation. Is there a way to program this in C++ or blueprints and where would it be done in the engine?


You might want to take a look at the world position offset in the material editor. You could round off the vertex positions to some small error (say 2 units).

/ Kyle