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An observation: I feel snes games really benefit from shaders

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Thread replies: 655
Thread images: 120

File: goyim-shader.png (542KB, 1192x896px) Image search: [Google]
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An observation: I feel snes games really benefit from shaders that emulate the effect of a crt.
The pixels really melt together through the crt shader and create a higher res texture that gets sharp again through the scanlines. raw textures just look wrong

on the contrary i think nes games look ugly with crt shaders. the crt effect+scanlines dont add anything to the textures because they are so low res it's in vain. the scanlines make it look worse as opposed to on snes. i like the raw textures more, but a bit of blur and smudging through an ntsc filter seems to add some texture to the low res but this is more of a preference for some people. i personally like to play nes games without any filter but on a low res mode 512x480 with a natural blur by upscaling of the hdtv.

gameboy games feels also really wrong to add filters. dot matrix is a preference for some people and it is okay. without any filter it looks the most right. scanlines look really ugly here especially as they have no place on a gameboy, it looks atrocious as the original hardware never had scanlines and it just feels wrong i think we can all agree. yet blurring or any kind of filter also feels wrong. Playing in 1x or 2x integer scaling with a gameboy borders feels the most right to me as those games look wrong on a big screen, they are meant to be played small. Again a bit of blur is okay rendering it in a lower res mode. I play for example with the border in 768x576 mode.

So my point is snes games benefit from and look right when emulated with CRT+scanline shaders, while nes and gameboy games feel off with crt+scanline shaders as there is no texture enhancement gained by the effect, except hiding the pixels.

This again all this is just my preference and I don't claim this to be the right way to play it.
What do you guys think? WHat feels right for you?
>>
>yet ANOTHER crt thread
keep it contained in your general >>2842270
>>
>>2852456
it's a crt shader thread ~
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>>2852456
go back to posting final fantasy threads, fag
>>
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>Several paragraphs about playing games on CRT televisions
>Likely reached the max character limit for a single post
>>
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>>2852451
>because they are so low res it's in vain
They're the exact same resolution as SNES games (excluding the few rare exceptions like the naming screen in Secret of Mana).

And filters are entirely personal preference -- artists certainly didn't all intend their work to be seen with blurred pixels (pic related).
>>
>>2852451
Autism: the post
>>
>>2852451
Contains crt threads, they are fucking multiplying
>>
>>2852451
emulating is garbage in general.
>>
>>2852492
/thread
>>
The obsession with CRTs has nothing to do with graphical technicalities. It's just wanting to simulate the experience of a video gaming period in the past.
>>
>>2852492
Correctly configured emulator + correct hardware can give you something indistinguishable from the original except with better latency, making it objectively better. But this is very unlikely - doubt more than 100 people have ever done it.
>>
>>2852481
with los res i mean nes sprites are just simple looking, while 16bit snes sprites are more high res texture looking because they imitate high res texture and a shader or a real crt blends those 16bit texture together to a higher res texture, while with 8bit texture there is not a lot to blend together to begin with.
>>
>>2852496
A strobed display is the only way to get good motion quality from console/arcade games. CRTs give you strobing with zero latency penalty. (if you emulate you can use black frame insertion instead)
>>
>>2852497

>better latency

I'm not so sure about that.
>>
>>2852509
120Hz CRT + Retroarch + KMS or GPU hard sync + BFI + Frame delay + Parallel port input

It's possible.
>>
>>2852496
Ignorance is bliss.
>>
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Raw.
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Ugly.
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Good.
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Good, too.
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>>2852451
SNES widely benefits for being the better made 16 bit console of its time. That's why it's so enduring today, despite what some on /vr/ would complain. The games look good and play well. That's why games of the quality of Super Metroid, as you posted, is almost expected of the later Metroid games.
>>
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>>2852519
Best, but wrong aspect ratio. The SNES does not have square pixels so some minor blurring is unavoidable unless you want highly restricted image sizes. Pic related.
>>
>>2852538
Nope, 4:3 is the wrong aspect ratio in Super Mario World. It's always game dependent. Some games were developed with anamorphic pixels for 4:3 ratio, others games were developed with square pixels in 8:7. Snes only outputting 4:3 is a flaw from the console, and adding 4:3 to any game despite having the option of 8:7 in an emulator is just nostalgia, unlike blending 16bit textures with a shader, which is adding of definition and resolution and not just nostalgia.
>>
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>>2852538
pic related.
(for the record: i wouldn't use snes9x - it's incorrect)
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>>2852514
That is totally ridiculous though.
>>
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>>2852561
The left pic is doubly incorrect. Not only is the aspect ratio wrong, but also it is using non-integer ratio nearest neighbor scaling.

>>2852570
The only uncommon things are the CRT and the parallel port controller. And even without them latency is very good.
>>
>>2852573
I'm just saying that's a lot of equipment to approximate a console experience.
>>
>>2852573
You can stay in denial about your nostalgia. The scaling is not the point about this picture. 4:3 is just nostalgia. But do remember, there are also games designed for 4:3 and they stretch out to 4:3. You see you grew up with the stretched picture, naturally you can't tell anymore subjectively if a picture is stretched or not. Me, as part of a younger generation, I have an unbiased view and naturally choose the format which looks more right to me. The human vision has a thing for automatically choosing approximately the correct aspect ratio. But for example if you watch all 4:3 movies stretched to 16:9 long enough you get used to it. Now imagine a whole generation growing up with 4:3 movies stretched to 16:9. They couldn't tell what's right and what's wrong in terms of aspect ratio years later anymore.
>>
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>>2852596
4:3 is objectively correct, and all the games with competent artists designed for it. See pic.
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>>2852587
That's to *exceed* a console experience.

>>2852597
And with corrected aspect ratio, as it was displayed on the real hardware, the moon is the right shape.
>>
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>>2852597
not true. not all games. It's a 50:50. Please stop with the denial. It's embarrassing. Just move and live on .
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>>2852597
>>
>>2852604
>>2852606
And neither of these have graphics as good as Chrono Trigger.
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>>2852607
I beg of you, for the love of god. Please stop the denial and just acknowledge the fact that not all games were designed for 4:3. It's just cringeworthy at this point.
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>>2852608
I never claimed *all* of them were, only the ones with the best art.
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>>2852609
Okay that's good with me. I'm not interested in game wars.
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>>2852451
>I really like scanlines and shit that interferes with the image
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>>2852604
>>2852606
These images are functionally identical.
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>>2852658
>posting a emulator bug example in a filter thread
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>>2852456
>>2852491
>>2852496
>>2852626

The best thing about this thread is all millennials jumping on OP with torches and pitchforks "WE HATE CRTS WE HATE CRTS", while misunderstanding the very fundamental criticism of his post, saying that while crts and scanlines add a lot to snes games, they are almost useless for nes and futile for gameboy games.
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>>2852504
>>2852518

I prefer crisp, sharp graphics. Latency is only an issue for twitch games. Due to the limits of human vision and the way most games are designed, optimizing for low latency will only yield imaginary benefits.
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>>2852705
>I prefer crisp, sharp graphics.
You can get this with a high resolution CRT + emulator or line doubler.
>>
I am confused by this thread.

If I use original hardware on 15 Khz CRT TV will my round objects be oval?
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>>2852773
They'll be the same as they were on the original SNES. Some artists accounted for the non-square pixels, some did not.
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>>2852606
>>2852604
>>2852561
What I am wondering is: If Nintendo knew this, why did they still make the aspect raio 8:7?
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>>2852606
second one looks round enough to me
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>>2852828
because they are kucks.
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>>2852828
>What I am wondering is: If Nintendo knew this, why did they still make the n64 have cartridges instead of a drive?
>>2852828
>What I am wondering is: If Nintendo knew this, why did they still make the wii a meme console for non gamers?
>What I am wondering is: If Nintendo knew this, why did they still make the wii-u a graphically underpowered compared to its competitors?

You see a kucked pattern?
>>
When the fuck did /vr/ start hating CRTs?
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>>2852538
>>2852604
>>2852606

Here we go again!
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>>2852782
Does this mean I have to adjust my emulator display settings on a per-game basis?
>>
NES/SNES DISPLAYED GRAPHICS BY PRINTING TILES OF EVEN WIDTH AND HEIGHT (AKA SQUARE TILES)

HOWEVER THIS DOES NOT MEAN ANY TILE GRAPHIC IN ANY GAME WAS MEANT TO BE SQUARE OTHER THAN WITH ARBITRARY ASSUMPTIONS

However we may ever give the benefit of the doubt.
>>
>>2852978
only if u want to be an asshat
>>
>>2852979
>NES/SNES DISPLAYED GRAPHICS BY PRINTING TILES OF EVEN WIDTH AND HEIGHT (AKA SQUARE TILES)
They did not. The tiles had even horizontal/vertical pixel count, not width/height.
>>
>>2853003
Tomato and stuff.
>>
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>>2852481

I feel like every time this image gets posted I lose a few brain cells. Hear me out and consider this:

The artist was merely trying to represent what it looked like on the monitor on paper. In doing so, it would not make much sense to intentionally blur the pixels on paper. On paper, the more defined look makes sense. That however, does not mean that that was the intended look. They were just replicating it on paper.

You need to prove that the artist intended for that to look the way it did on paper because I have never seen any evidence for the claim nor have I seen it logically thought out at all. I have only seen people claim that 'WELL, SINCE THEY DREW IT ON PAPER THIS MUST MEAN IT WAS WHAT WAS INTENDED TO LOOK LIKE ON TELEVISIONS, SO THIS JUSTIFIES MY USE OF SHITTY FILTERS".

So yeah, consider that.
>>
I kinda get what you're saying, OP. I really only emulate back to Megadrive & SNES though, so i'm hardly very picky about earlier gens. I did like the way Shovel Knight came off, but much prefer SNES on muh PVMs, so maybe I agree.

>>2852525
>>2852530
>good
Good job holding a flyscreen up in front of your LCD, you mean. The first shader is godawful, and even if the second is better it's still worse than the raw shot. A real CRT, on the other hand, just works.
>>
>>2853189
I think that's a good point. I'd imagine that the manual images were based directly on the graph paper drawings that were used to design/plan the enemy sprites. This is easier to reproduce than trying to blur it or add scanlines, not to mention that it just makes more sense for the medium of paper. Not to mention that, if they were competent graphic designers, they planned for the typical method of viewing by the consumer. For instance, your sprite might look great and crisp and readable on graph paper, but if it looks like an incomprehensible mess when viewed as a 1 inch tall object on the average display of the time, then it was a bad sprite and should be redisgned to read better since players aren't looking at your graph paper.
>>
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I only know that raw looks like shit.
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>>2853448
I don't believe in scan lines/CRT shaders for 3d games. you can just render them in any higher resolution. integer scaling doesn't matter. You can play in 720p on a 1080p and it will still look better than both these messes. Please keep scan lines contained in 2D Pixel art games.
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>>2852553
could you shut up faggot?
>>
>>2853489
I don't give a shit what you believe. FFVIII is primarily a 2D game. The backgrounds are pre-rendered, and the upper screenshot is what it looks like unfiltered. Increasing the internal resolution will only make the 3D models stick out even more. Increasing the internal resolution of early 3D games is a no-no in any case. Do you think games like MGS, Dino Crisis and Vagrant story were exempt to phosphor blur and shadowmasks/scanlines?
>>
I always play vanilla windowed 2x or 3x the original resolution, why are you so obsessed about filter shit.
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>>2853520
the backgrounds are prerendered photorealistic graphics and not pixel art, thus bilinear filter looks better. the 3d models and full 3d battles can be uprendered to your prefered resolution. you don't have to go full blown 4K for ultimate sharpness. you can go with lower resolutions like 540p or 720p to blend them more in with the backgrounds. increasing internal resolution is a nice go-go for 3d games. You can get a nice look with a nice dithering filter and anti jittery filter. Last but not least it's really correct dithering that makes the ps1 games look nice. The dithering if not configured correctly in higher resolution can look wrong, like make the sky purple in silent hill. Shadowmasks and scanlines are just there to hide the low resolution and blend the dithering. Again it's all about the dithering, since it isn't pixel art there is no reason no hide the low res, as you can render in a higher resolution to smooth out the pixelated 3d.
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lol at these plebs dicussing about SNES' inferior aspect ratio.
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>>2853520
>>2853547
here is what i meant with wrong dithering (or actually no dithering)
>>
>>2853547
>the backgrounds are prerendered photorealistic graphics and not pixel art, thus bilinear filter looks better
It really doesn't. The pre-rendered backgrounds are low resolution. Bilinear filtering will only make them appear even more pixelated. It doesn't matter if it's a low resolution pre-rendered CG background or pixel art; phosphor blur makes them look better all the same.

CRTs were commonplace when these games came out, and it's how they were intended to look. Go ahead and fire the PC version of FFVII or FFVIII up and you'll see that they look like absolute dog shit compared to how you remember them from when you played them originally on a CRT.
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>>2853520
>>2853547
>>2853550
and here is correctly upscaled + 16-bit colors + color dithering + Monitor Dot-Matrix filter
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>>2853550
Sorry I don't believe in 3d + CRT, it's sacrilege for me. But I can understand if you value it, it's just not my thing.
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>>2853551
Even with the latest plugins that remove z-fighting issues, I'll take the original low-res image either on a CRT or with a 4k CRT shader
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>>2853568
Purfectodah
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>>2853567
That's okay, hunty. Everyone has his preferences.
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>>2853568
let's imitate that with correctly configured crt royale. i wanna see a comparison.
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>>2852451
>NES doesn't benefit from shaders
>>
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>>2853520
Thank god there was a better console this gen, with some decent full 3d games, with some even looking gorgeous in 4K.
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>>2853585
no, it still looks pixelated and the textures don't form a higher res texture by melting together - they are just a pixelated mess with or without crt, unlike snes textures.
>>
>>2853590
Pretty dumb criteria you invented there, IMO
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>>2853587
Don't forget OoT also has some pre-rendered backgrounds, and they look like shit even on the original console.
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>>2853585
what shader is that? Royale?
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>>2853606
omg true -sorry, i forgot. but there are like 5% of the game, so no one bothers, because the advantages outweigh.
>>
>>2853580
It can be done, but making the blue colors pop out that much would probably require ReShade/SweetFX with Vibrance affecting only that color.
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>>2852481
>no dithering intended

It's the keys of a fucking typewriter
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>>2853568
>>2853580
This is 4 minutes of tweaking. View them in fullscreen fully zoomed in if you don't have a 4k monitor. It's not perfect, but anything's possible with some effort. ReShade and further tweaking CRT Royale should take care of the color differences, for those who'd care enough to go through the trouble.
>>
>>2853646
hyllian has blue boost.
>>
>>2853694
this look gorgeous. a shame that royale looks so ugly in 1080p and it's really a beast of a filter. I think my PC couldn't handle it @4K. But it is definitely the most gorgeous filter judging from this.
>>
>>2853694
That's some shit tier bloom. Someone needs to rewrite their algorithm.
>>
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>>2853541
>le crt shaders and scan lines don't add anything meme
>>
>>2853694
That is a piss poor simulation of a CRT.
>>
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>>2853703
Here is the second comparison with Royale. Mind that it's only 1080p mode with 4x integer scaling. It's just the standard settings, I haven't configured it.
Okay so with standard settings and 1080p I think royale shader sucks when it comes to snes games, because it deteriorates the image more than adding something to it. Also the colors get messed up, which is a no-go for purist. Again Royale can do much better in ultra hd modes, see >>2853694 and compare with real crt >>2853568 for example.

Secondly I want to add while royale looks shit in 1080p when it comes to snes games, it kinda adds some resolution to nes games. More to that in the next post.
>>
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>>2853710
>>2853601
>>2853585
Secondly I'd like to apologize from claiming in the OP that crt + scan line shaders don't add anything to the nes experience. I was wrong. The shaders definitely add some definition compared to the raw image.
>>
>>2853708
Not really. With some tweaking, that could definitely be more or less identical to the reference image. Don't be salty just because modern technology is making your archaic devices obsolete.
>>
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>>2853713
Last but not least here is the royale shader on 4x integer scaling in 1080p. It adds some interesting detail to the textures that hyllian doesn't, altough it messes up the colors. But my point is royale works for nes in 1080p and adds something special to the image, while with snes it deteriorates the image. But I guess this may be game depending. In FFVI in definitely deteriorates the image in 1080p mode.
>>
>>2853701
Agreed. It's the weakest part of CRT Royale. It's not really visible when you're sitting a few feet away, but it could always be improved.
>>
>>2853718
1080p CRT Royale can look nice with some tweaking. Even if you don't have a native 4k TV or monitor, you could always downsample. It's just a few steps away if you have an Nvidia GPU. You won't get the quality of native 4k, but it'll still be a huge improvement over 1080p.
>>
>>2853448
>>2852451
>>2852530
Problem with such shaders is that they hurt eyes more than real crt. Maybe it's ok on hidpi display i don't know.
>>
>>2853723
I wish I could, but my hardware is really shit-tier. I basically play with 512x448 hyllian-fast for a noise free play.Hyllian get's loud, i hate that without headphones, so I only play with 512x448 hyllian with headphones on, on my 2012 meme laptop. (nvidia 540M)
>>
>>2853189
It's evidence *against* use of blurring filters.

>>2853448
Neither of those are "raw". Try it with integer ratio nearest neighbor.

>>2853687
Exactly, that's why no dithering is intended.

>>2853547
>prerendered photorealistic graphics and not pixel art, thus bilinear filter looks better
Bilinear is terrible for everything. For scaling photorealistic graphics see:
http://www.imagemagick.org/Usage/filter/nicolas/
>>
>>2853805
Bilinear is more natural than nearest neighbor.
>>
>>2853805
autismo
>>
>>2853805
>Bilinear is terrible
yeah but you get my point. any scaler is better than integer nearest neighbor.
if you wanna be picking straws i can tell you mitchell or catmull rom look better than integer scaling without any interpolation on photorealistic graphics = not pixel art.

>>2853810
exactly!
>>
>>2853854
If the graphics were purely photorealistic then you would be correct. But it's mix of photorealistic and aliased low poly 3D, so whatever filter you use will be wrong. The least worst option is integer ratio nearest neighbor, because that's the easiest to upscale in your own brain.
>>
>>2853862
hunty, if you render in 540p or 720p the 3d graphics get an upgrade and there is a natural filtering/upscaling like bilinear or catmull by your hdtv to 1080p for the backdrops. and you can additionally add filters/shaders for the dithering.
>>
>>2853862
>because that's the easiest to upscale in your own brain
No it isn't.
>>
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>>2852451
>The pixels really melt together through the crt shader and create a higher res texture that gets sharp again through the scanlines.


Absolutely not. All shaders, scanlines and CRT technology basically just throw a layer of noise over the pure image.

For some people they may like the effect it gives, and that's fine. But it's not adding any real detail or making it higher resolution at all. It's exactly the same as putting a grain filter on an image. The added noise gives an impression of detail, but it's an illusion. There's no more real information, what looks like more detail is in reality just meaningless noise.

Shaders, scanlines and filters can blur, blend and distort the original image in a bunch of ways. And again, if that's what you like then congrats. But none of them add more real detail.
>>
>>2852481
This faggot again. The Chrono Trigger shot doesn't even blur on a CRT with composite. Try again.
>>
>>2853710
Adds resolution? Do you even know what you're talking about? This shit is goofy, I'm out.
>>
>>2853989
>none of them add more real detail
>>> >>2853703
say again?
>>
>>2854008
>The Chrono Trigger shot doesn't even blur on a CRT with composite
You misunderstand the point of that image. It is demonstrating non-dithering detail using an identical pixel pattern to dithering. This proves that dithering is not supposed to be blurred, because it would also destroy non-dithering detail.
>>
>>2853989
The art was designed to be viewed through this noise. So not using crt is basically distortion.
>>
>>2854015
I'm saying I understand it, that Chrono Trigger on a real CRT with composite doesn't dither it so badly as to ruin the image. You can tell what it is.
>>
>>2854021
Which is more proof that everybody claiming blur filters are required to smooth out dithering are wrong.
>>
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>>2854013
I shouldn't have to say it again. That's precisely what I'm talking about. It doesn't add any detail, just noise that you are imagining is detail. I'm not going to bother animating, but you can compare these yourself.

Again, if you like it better with the scanlines. Or hell even if you like it better with a noise filter, then enjoy. It's your game. Just don't claim it's adding detail when it's not. Noise and detail are not the same thing.
>>
>>2854018
>The art was designed to be viewed through this noise
No, it was not. See >>2852481
>>
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More proof that sharp pixels were intended.
>>
>>2854018
I still fundamentally disagree that any of these artists were working with the crt scanlines and have never seen a convincing case for it. I'm not this guy >>2852481, but at least he has a bit of proof in some way.

Either way it really doesn't matter, people should make their games look however they like when they play them.

But for me and my tastes, I think all retro games look magnitudes better on modern screens than any CRT anywhere.
>>
>>2854031
It has got retconned because of pixel art meme
>>
>>2854026
You are retarded
>>
>>2853585
Filters still struggle to get the CRT "glow effect" right, crt dont glow that much.
>>
File: Super_Mario_Bros._box.png (100KB, 280x383px) Image search: [Google]
Super_Mario_Bros._box.png
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>>2854046
It's no retrocon. Sharp pixels were always intended.
>>
>>2854052
But really they weren't.
>>
>>2854058
I've posted 6 examples supporting sharp pixels. Nobody has posted any evidence supporting blur.
>>
File: mario comparison.jpg (330KB, 1160x684px) Image search: [Google]
mario comparison.jpg
330KB, 1160x684px
>>2854046
Did they ever display Mario with scanlines and CRT blur though? Any advertisement they ever made either had pixel art Mario or a cartoon. Even here on the box, the picture they show is very clearly made to look like fancy pixel art with some motion blur added. But no indication of scanlines.
>>
>>2854052
This was true up to about 86/87 when 16 bit hit the arcades and developers started to take advantage of CRT's monitors, to do "tricks" in order to make the ilusion that more colors and detailed graphics were displayed, this was also used on home consoles later on.
>>
>>2854052
Even though consoles couldn't output them? You have to use imagination and envision perfectly suqare pixels in display buffer I guess.
>>2854064
See >>2852451>>2852658>>2853585>>2853710
>>
>>2854067
Which tricks are we talking about?
>>
>>2854067
Chrono Trigger typewriter - intended detail would be destroyed by blur
Alien Carnage waterfall - dithered transparency was never blurred because of line doubling
The "tricks" are done in the human brain. All blurring does is destroy information.
>>
>>2854070
That meant to be examples for >>2854061
>>
>>2854064
>>
>>2852658
>>2854067
fact
>>
>>2854058
Do you have a single example anywhere? Idealized classic video game art that shows scanlines? An artist saying they're intended part of the design? Anything like that at all?
>>
>>2854070
>Even though consoles couldn't output them?
Mode 13h/mode X DOS games
PC-88/PC-98
All portable systems
>>
There are seriously people denying that dithering exists?
>>
>>2854074
That's just showing what they looked like on the only displays people would have available. I'm talking about an idealized view of what Mario is supposed to look like that shows scanlines. It's always either full on cartoon or pixel art.
>>
>>2854074
That's not scanlines, that's halftoning. It's an artifact of the printing technique.
>>
File: tmnt.png (1MB, 800x1200px) Image search: [Google]
tmnt.png
1MB, 800x1200px
>>2854071
see this:
>>2852658
also... pic related
>>
>>2854085
>see this:
That's non-integer ratio nearest neighbor scaling

>also... pic related
That's an emulator bug
>>
>>2854085
The top is no more detailed looking that the bottom. Blurriness is not detail. The only real issue is that the color on the bottom pic is off.
>>
File: 21111602[1].jpg (284KB, 850x1196px) Image search: [Google]
21111602[1].jpg
284KB, 850x1196px
>>2854087
What bug exactly?
>>
File: 1446854257189a_01.png (2MB, 772x1024px) Image search: [Google]
1446854257189a_01.png
2MB, 772x1024px
>>2852658
I can tweak the color balance to make it look blue too. It has nothing to do with scanlines or blurring.
>>
>>2854091
The colors are wrong. There is no fake-scanline filter that changes colors like that. It's a deliberately misleading troll image.
>>
>>2854087
owning both CRT's and LED monitors, as well as some arcade cabinets i customized, i can say that in fact that pic is true, hooking up any arcade game directly to a pc monitor gives that pixelated washed out look, in contrast to the much richer colours and "pop" on both 15khz monitors and TV CRT's. some say it has to do with the fact that CRT displays true black colour, and also the tube inside but im no tech genius in that matter. so, my best advice is to get some CRT's and LCD'LED and try it for yourself.
>>
>>2854096
>LED monitors
You don't have an LED monitor. LED monitors are huge outdoor wall sized things. You have an LED backlit LCD monitor, which looks identical to a CCFL backlit LCD at best, and worse than a CCFL if they PWMed it.

>hooking up any arcade game directly to a pc monitor gives that pixelated washed out look
If it's a CRT monitor then it will look identical except for sharper pixels (using integer ratio nearest neighbor), which makes it better.
>>
File: rivercr_1.png (2MB, 783x1005px) Image search: [Google]
rivercr_1.png
2MB, 783x1005px
River City Ransom scan from Nintendo Power. Note that they didn't add scanlines to the pixel art they took right from the game.
>>
>>2854085
But that's a bug in the emulation code of early Konami arcade machines.

>>2854072
>dithered transparency was never blurred because of line doubling

No, it was never blurred because VGA was a RGBHV signal which is clear enough not to blend pixels HORIZONTALLY because raster scanning is done from left to right and not from above to below. So line doubling basically means nothing in dithering's name.

SNES's composite encoder just didn't meant to blur screens which were only 256 pixels wide.
>>
>>2854101
I do own those huge montiors you talk about too, my brother and i have a mobile publicity bussiness, but thats another story, what i meant was LED TV's and LCD pc monitors, my english is also not the best.
>>
>>2854101
>You don't have an LED monitor.
Yes he does. LED backlit LCD monitors are simply called LED monitors now. No one genuinely confuses LED monitors with outdoor display signs. You're being needlessly pedantic.
>>
>>2854110
>are simply called LED monitors now

Might as well call any piece of software "app" from now on.
>>
>>2854105
Of course, why the fuck would they add scanlines?
But note that sprites are blurred.
>>
>>2854114
Not in this board as only downloadable smartphone software were called apps pre-2000.
>>
>>2854106
>>2854101
Samefag here, as i said earlier here:
>>2854096
You should try hooking up Arcade systems to different kind of monitors and see the result's by yourselves, it interesting how the image changes so drastically even between different kinds of CRT's.
>>
>>2854114
Please don't tell me I have to explain how language evolves over time.

Imagine yourself in a normal situation. Your aunt buys a new TV, says something like "this new LED tv I got was on sale!" or something like that. No one is confused as to what that means. If you replied to that with

>You don't have an LED monitor. LED monitors are huge outdoor wall sized things. You have an LED backlit LCD monitor, which looks identical to a CCFL backlit LCD at best, and worse than a CCFL if they PWMed it.

You would come off as a douchebag of colossal proportions. But who knows, maybe that really is how you act in real life.
>>
>>2854115
The blur comes from the printing process so it's inevitable. But yes, clearly they wouldn't add scanlines to it. No one ever does because it makes it look worse.
>>
File: retroarch 2014-07-09 17-32-12-38.jpg (290KB, 1280x960px) Image search: [Google]
retroarch 2014-07-09 17-32-12-38.jpg
290KB, 1280x960px
>>2852451
> i think nes games look ugly with crt shaders.
No.

>dot matrix is a preference for some people and it is okay. without any filter it looks the most right.
Not even remotely close.
>>
Nintendo Power's 1993 calendar. Pixel art all over the place. No scanlines or CRT blur and bloom.
>>
File: Nintendo1990Calendar-05-April.jpg (437KB, 1000x1200px) Image search: [Google]
Nintendo1990Calendar-05-April.jpg
437KB, 1000x1200px
Again, I'm not saying that anyone shouldn't play on a CRT or use scanline filters if that's how they like it and think the game looks best. But Nintendo's idealized view of what their classic games were supposed to look like has always been pixelated, not blurred and distorted by scanlines.
>>
>>2854114
Programs were always referenced by the term application, apps is just a shortening of that and the term apps has been around since even windows 3.11

>>2854110
>LED backlit LCD monitors are simply called LED monitors now.
They're not.

>>2854124
>You would come off as a douchebag of colossal proportions.
Actually the feel good motherfucker who has the balls to complain about someone being a douche when they're explaining why they did not receive a thing they said they did. Not every console is a Nintendo and not every car is a Pinto. They have names for a reason and an LED monitors are a different thing. Using the term to reference your shitty same old TFT panel monitor makes it worse for when and if LED monitors do become popular and not OLED, but say actual graphene based nano LED monitors. When people use the term LED monitors they're being a douche by fucking up the usage of the word to mean something it's not which will hurt a superior technology when it arrives at the market. Don't be that guy calling everything you see a playtendo.
>>
File: retroarch 2014-07-09 17-19-52-12.jpg (459KB, 1280x960px) Image search: [Google]
retroarch 2014-07-09 17-19-52-12.jpg
459KB, 1280x960px
>>2854131
Though one could use a CRT like the super gameboy as well. That was a thing.
>>
>>2854132
Note that hq3x filter applied to these flying things.
>>
>>2854146
Are you drunk? HQX didn't even exist back then. The only actual pixel interpolation filter at that time was used on Macs to upscale 320x200 content to 640x480.
>>
just type on youtube (insert game here) Arcade cabinet and shut the fuck up everybody.
only guys that are too young to ahve actually owned, o played on a CRT think retro games look better on LCD displays.

https://www.youtube.com/watch?v=cVGQHhZuGas
>>
File: Nintendo1993Calendar-06-vgo.jpg (1MB, 2000x3000px) Image search: [Google]
Nintendo1993Calendar-06-vgo.jpg
1MB, 2000x3000px
>>2854146
>>2854146
They're not actual filters. All through the calendars they play with different pixel resolutions, that's clear. Point is though, it's pixel art and doesn't show any indication of scanlines.
>>
>>2854148
>>2854151
Relax, I am just joking about how badly these are drawn with some pixels 2 times smaller than other.
>>
>>2854151
You do realize that poster was made digitally? you CANT print a display effect, unless is photograph taken from the actual display.
>>
File: led1.jpg (52KB, 409x192px) Image search: [Google]
led1.jpg
52KB, 409x192px
>>2854140
Apparently you do need the continuing evolution of language explained to you, but I don't have the time or inclination so I'll just mock you. Also I was apparently spot on about you being a colossal douche in the real world. Fun.
>>
>>2854106
>line doubling basically means nothing in dithering's name
Line doubling meant each logical pixel was made of 4 physical pixels, which made them much sharper.

>>2854115
The blur is very minor. It's much less than people add with emulator filters.

>>2854124
And WTF are you going to call LED monitors when they are actually released? It's entirely possible that this will happen in your lifetime, because LEDs can be produced on silicon substrate now, making them much cheaper.

>>2854146
People apparently managed to fuck up integer ratio nearest neighbor even when they were drawing it by hand.
>>
File: Nintendo1990Calendar-12-November.jpg (557KB, 1000x1200px) Image search: [Google]
Nintendo1990Calendar-12-November.jpg
557KB, 1000x1200px
>>2854153
>you CANT print a display effect
Of course you can. If the game was really intended to look like it had scanlines all over the place it would be more than possible.

Actually I have to partially recant this, since after having gone through almost 10 years of Nintendo power calendars, I found one example. The fireballs and wings/eyes of the metroid there show scanline artifacts reproduced.

So it's not never ever, it's just almost never.
>>
>>2854126
Lol thats a lie. I work in print, You can print pixel art, you need a magnifying glass to see any blur in print.
>>
>>2854154
By promoting this misnomer you are hurting the chances of getting real LED monitors. People will assume it's the same LCD shit they already have and refuse to upgrade.

>>2854164
>you need a magnifying glass to see any blur in print
Not everybody pays for the most expensive super-fine halftoning, and certainly not back then.
>>
>>2854164
He's talking about this image. >>2854105 Those sprites weren't blurred on purpose, they only look blurry because of the printing. And if you don't think Nintendo power had crappy printing that looks blurry when you photograph it close or scan it, then you've never seen one first hand.
>>
>>2854170
Text are clearly more sharp than sprites.
>>
>>2854162
You obviously know nothing about graphic design, or whatsoever, those posters where obviously made in the early to mid 90's i suposse, back then digital image editors didnt have the capcity to add "scanline filter" or "CRT filters" the images where REPRODUCED by the artist on software not taked directly from a photograph of a monitor display dumbass.
>>
>>2854171
The text isn't halftoned.
>>
>>2854168
"Real" LED monitors are an inevitability. That people now call backlit LCD, LED won't slow that process down one bit and when they do come out they'll be named something distinctive.

You can be upset about it if you want, but languages are ever changing and fighting against that happening is futile.
>>
>>2854159
>Line doubling meant each logical pixel was made of 4 physical pixels

Horizontal, raster scanning.
R, a, s, t, e, r, , s, c, a, n, n, i, n, g.

Rasterization. Electron gun. Line by line. Parallel. Systematic. Rake.

In case you still don't get it, the only thing it did was hiding scan lines better and give out, of course, a more sharp, uniform picture. Blur has nothing, and I mean nothing to do with line doubling.
>>
>>2854172
> the images where REPRODUCED by the artist

That's exactly what I'm saying. They are all idealized "takes" on what the games looked like. As I showed there, it's perfectly possible to paint them in such a way that they look like they're made of scanlines. But the simple fact is that virtually no one ever does. They almost always represent them with big clear pixels.

And I know quite a lot about graphic design, by the way.
>>
>>2854179
>"Real" LED monitors are an inevitability.
And people thought SED was an inevitability.

>>2854183
VGA is designed for 640x400. When you display 320x200 using line doubling, the size of the pixel is big compared to the size of the mask features (4 times bigger than it would normally be). This makes the pixels sharper.
>>
>>2854189
>VGA is designed for 640x400

Utter nonsense, unless you're talking about the graphic standard.

> the size of the pixel is big compared to the size of the mask features (4 times bigger than it would normally be)

Then you'll also need to stretch the pixel horizontally. Why don't you also mention this openly instead of just focusing on line doubling? Maybe because pixels are not a thing anymore when traveling through analog signals?

>This makes the pixels sharper.

No. it makes them more compact vertically, which is not the way graphics are drawn printed to the screen. Because raster scanning. Again I assure you sharpness has nothing to do with line doubling.
>>
>>2854185
Let me rephrase it, take an screenshot of you playing a game on an emulator, then print it on your pc printer, how does it look? thats how they did that.
>>
File: mario_gb_border.png (236KB, 768x672px) Image search: [Google]
mario_gb_border.png
236KB, 768x672px
>>2854131
I don't like that shader. It looks incorrect to me. This is not even remotely how the gameboy looked. This is more like gameboy pocket screen, but not really close. It doesn't even look like a gameboy pocket to me, more like a kids toy imo.
Btw if you read the post correctly it said that all this is just preference so saying something like
>Not even remotely close.
is totally missing the point because by that you claim to know better than everybody else and sound like a total douche. I also like to add that I apologized for saying nes feels more right without shaders, as I corrected myself here >>2853713

Last but not least here is a pic of how I play Gameboy games. I play with 2x integer scaling and a border in 768x576 and then upcale by the TV to 1080p. The extra black space if for SGB borders. For me b/w without any filters with the lightest shade being white looks the most right to me. Again this is just my preference. Previously I was also playing with shades of yellow/green, but now I changed my mind and think b/w is more correct after thinking a long time, coming to the conclusion that dot matrix or crt/scanlines shades don't add anything to the experience of the gameboy and where never meant to be. It is just nostalgia and the technical limitations of that time, that led to the display having a dot matrix and the screen a green tint. In my opinion of course.
>>
>>2854203
Well that's what they used as the basis of the paintings, yes. But that's beside the point. I am talking about the way in which they interpret what the game is ideally meant to look like. That's what all this is about.
>>
>>2854208
The ideal way is on your display, thats how it was meant to look, other art are artist representations, most of the times saida rtist's didnt even play videogames man, a bunch of them were punk artist, that didnt even owned a VCR of game console, like the guy that did the art for OCEAN games.
>>
>>2854198
>the graphic standard
That's what VGA is.

>Then you'll also need to stretch the pixel horizontally.
Obviously.

>instead of just focusing on line doubling
Because focusing on line doubling make it very clear why mode 13h had sharp pixels.

>I assure you sharpness has nothing to do with line doubling
So you think 640x400 non-line-doubled pixels on a VGA CRT are just as sharp as 320x200 line-doubled (logical) pixels on a VGA CRT? Anybody with working eyes can see this is false.
>>
>>2854205
Can someone photograph a Game Boy?
>>
>>2854216
See >>2852481
>>
File: example_01.png (76KB, 510x258px) Image search: [Google]
example_01.png
76KB, 510x258px
>>2854027
This is low-tier bait without any effort put into it, but I'm gonna bite. Maybe I can educate some kid. If not, nevermind.

Please compare these textures and see how the limited 16bit low-res textures of the snes are melted together underneath the crt shader and also in real CRTs, creating colour gradients that were not possible with low-res 16bit textures. The result is of course very blurry. The scan lines add sharpness and definition again to the image and hide the flaws, creating an image very similar to the sharpness of the original (just a bit less sharper and bit less bright than the original - a real CRT of course doesn't do this minial degrading!)
>>
>>2854213
>are artist representations
That's exactly what I'm talking about. When the artists were told to make art based on the games, this is what Nintendo commissioned them to do. They asked for a bunch of pixel art, because that's how they wanted the games represented. It doesn't matter that they weren't gamers, they were artists commissioned to do pieces that their client directed. That's how commercial art works.

Point is, when they commissioned them, they didn't ask for scanlines. Or maybe they did once in that case, but it was rare.
>>
>>2854221
Raw is best, the others are disgustingly blurred, which we have already established was not intended. And all three are the wrong aspect ratio.
>>
>>2854216
>>2854219
But that's not how you look at a gameboy. No one looks at the screen with a macro camera. I have a real gameboy here and when you look at it the dot matrix is still visible, but not like that. It's kind of autistic simulating a gameboy on your TV with the perspective of a macro camera instead of a normal distance perspective like you would experience when playing the real hardware. Technically correct is not always the most authentic.
>>
>>2854221
>The scan lines add sharpness and definition again to the image and hide the flaws,

They absolutely do not. There is no actual detail added at all. This isn't bait in any way at all.
>>
>>2854215
>That's what VGA is.

No, it's also a video standard which relies on five connectors, namely Red, Green, Blue, Horizontal Sync, Vertical Sync. These signals and their pulse intensity are directly connected to the CRT's electron gun so they are as clear as they can possibly be, provided the connector does good conducting.

http://www.kramerelectronics.com/academy/?keyword=HorizontalAndVerticalSyncPulses

>Because focusing on line doubling make it very clear why mode 13h had sharp pixels.

No, it only makes clear why scan lines were thinner and pictures were more compact.

>So you think 640x400 non-line-doubled pixels on a VGA CRT are just as sharp as 320x200 line-doubled (logical) pixels on a VGA CRT?

Yes I do and it's not something wild for everybody who lived the era and saw how stuff worked.

>Anybody with working eyes can see this is false.

Just so I know, what is 640x400 going to do to my precious pixels?
>>
>>2854223
you do realize the time it would take to make pixel art with scanlines back then?
>>
File: example_02.png (180KB, 600x634px) Image search: [Google]
example_02.png
180KB, 600x634px
>>2854027
>>2854221
Example number 2. Now tell me, which one looks sharpest and most high-res to you?
>>
File: dragonfly in a meadow_ss.jpg (376KB, 800x619px) Image search: [Google]
dragonfly in a meadow_ss.jpg
376KB, 800x619px
>>2854230
I'm an artist, I'm well aware of how much time various types of paintings take. As shown here >>2854162 it's possible. And realistically wouldn't have taken a lot longer. Certainly if that was what Nindendo had wanted it would have been done.
>>
>>2854231
Raw, without question. Scanlines add noise, not detail.
>>
>>2854228
You realize the electron beams are made with real analog components? They're not some mathematical abstractions, they have non-zero size and imperfect focus. The mask is likewise a real physical object. The imperfections of the hardware cause blur, and this blur is consistent regardless of whether the scan lines represent one pixel or half a pixel. If the pixels are bigger compared to the hardware displaying them then the pixels are sharper.
>>
>>2854227
They do. It's in their nature. They make the blurry edges edgy again. That is how the CRT shader works. On a real CRT there are blank lines and they don't hide anything. Blur is depent on source and TV set, but the effect is similar nevertheless. Please do understand that people don't just add scan lines, even when emulating for just the sake of nostalgia. There is actually technical finesse involved.
>>
>>2854221
>how the limited 16bit low-res textures of the snes

You're funny.
>>
>>2854235
I always wanted to meet a live troll. You are funny, I like you.
>>
>>2854241
He actually believes it.
>>
>>2854241
If you genuinely think the image on the far right has more detail than the raw one I can't help you. You're simply wrong though. Adding a layer of noise on top of an image doesn't make it more detailed. Detail has to relate to something, otherwise it's just noise.

I can't explain this to you any more simply. If you don't understand such a basic concept then there's no point in continuing in any way.
>>
File: pixel size and blur.png (3KB, 196x84px) Image search: [Google]
pixel size and blur.png
3KB, 196x84px
>>2854228
Line doubling == bigger pixels == less blur per pixel == sharper pixels
>>
File: dusterror-arena-WEB.jpg (583KB, 965x963px) Image search: [Google]
dusterror-arena-WEB.jpg
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>>2854234
I really doubt nintendo owuld commision specifically "No Scanlines" art. but anyway im an artist too, tough my style is different
>>
File: gameboy.jpg (231KB, 1600x1200px) Image search: [Google]
gameboy.jpg
231KB, 1600x1200px
>>2854205
>It looks incorrect to me.
Well it's a good thing no one gives a shit what some retard thinks.

>to know better than everybody else and sound like a total douche.
Too bad, stop being a douche yourself.

>>2854216
Pic related
>>
File: 1450110064115_blurred.jpg (176KB, 965x963px) Image search: [Google]
1450110064115_blurred.jpg
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>>2854253
Stippling is the low-tech version of dithering. But nothing would claim attached pic is artists intention. The stipples are meant to be seen, just like the individual pixels were meant to be seen.
>>
>>2854257
Oh, boy. Now having a different opinion is considered being a douche.
Look how he went marco with the camera in the reflection. I bet that is how you play a game boy in real life.
>That close
No.

>>> >>2854225
> It's kind of autistic simulating a gameboy on your TV with the perspective of a macro camera instead of a normal distance perspective like you would experience when playing the real hardware. Technically correct is not always the most authentic.
>>
File: Capture.png (1MB, 1142x874px) Image search: [Google]
Capture.png
1MB, 1142x874px
>>2854257
Different gameboys have different screens though, most of them look similar but vary in tint. GB color looks more tan and black, the original had variations of darker green or golds.
>>
>>2854253
What I'm saying is that Nintendo commissioned a bunch of art, when a client does that they explain to the artist what kind of an image they want. Nintendo very clearly asked for the art showing their games and characters to have the blocky look of raw pixels as opposed to something that replicates the way the games look on a CRT. That's fundamentally what this is all about.

Nice work btw
>>
File: gameboy color.jpg (684KB, 1934x2579px) Image search: [Google]
gameboy color.jpg
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>>2854271
> I bet that is how you play a game boy in real life.
No, I put mine in it's dock and sit on the couch ten feet away and squint at it like every retro gamer did, which I know because I'm gigantic flaming hipster whose qualified to tell everyone younger than 18 what it was like back when I wasn't even born yet.
>>
>>2854257
You are also totally ignoring the main argument
>>> >>2854205
> coming to the conclusion that dot matrix or crt/scanlines shades don't add anything to the experience of the gameboy and where never meant to be. It is just nostalgia and the technical limitations of that time, that led to the display having a dot matrix and the screen a green tint.
The desired effect doesn't add anything to the gameboy experience but nostalgia. Nothing wrong with that. It's totally okay. I'm just saying that CRT+scan line shaders actually add definition to SNES and to some extent to NES games unlike the case of the gameboy.
>>
>>2854279
GBC (and GBA) have very ugly interlaced screens, so trying to reproduce that look is a bad idea.
>>
File: retroarch 2015-02-24 20-20-02-03.jpg (406KB, 1600x1200px) Image search: [Google]
retroarch 2015-02-24 20-20-02-03.jpg
406KB, 1600x1200px
>>2854280
>>
>>2854289
>the butthurt is strong with this one
:P
chill dude.
>>
>>2854292
Shit guy, relax you don't have to get all frustrated about shit.
>>
>>2854280
>I'm just saying that CRT+scan line shaders actually add definition to SNES and to some extent to NES games unlike the case of the gameboy.

YOu're really just proving you have no point and that the only reason you think SNES looks better with scanlines is because of nostalgia.
>>
>>2854297
I didn't even own a snes lmao. I'm a millenial.My first device was a Gameboy. But my first console was a Nintendo 64. But I playes snes ocassionaly at my friends place as a child, but I don't remember exactly how it looked, yet alone scan lines. Yet this is my preference. No reason to be mad about it. I like it that way you like it the other way. No reason to get angry, it's okay to have differentiating opinions. I don't have any hard feelings.
>>
>>2854237
>The imperfections of the hardware cause blur, and this blur is consistent regardless of whether the scan lines represent one pixel or half a pixel.

So you're basically saying it causes blur just because it does. While it's true that a higher pulse intervals do lead to less smooth phosphor variation, verticality (your "line doubling" argument) has nothing to do with it because the rasterized lines don't talk to each other.

And more over, this has JACK SHIT to do with how dithering is blurred. Never, in any way, with signals competent such as VGA, can 15KHz 320x200 be blurred.

>>2854238
>They do. It's in their nature

They are only there so that the electron gun can fold back to the other side of the screen to draw the next (horizontal) line.
>>
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I know a lot of people will get angry because of this, but this is how I play and always have played Gameboy games - from approximately this viewing distance.
>>
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>>2854320
... and not like this! (I'm not myopic!)
>>
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>>
>>2854310
>verticality (your "line doubling" argument) has nothing to do with it
It does, because it contributes to the pixels being bigger, which makes them sharper because the blurring does not change.

>Never, in any way, with signals competent such as VGA, can 15KHz 320x200 be blurred.
Exactly, but with 640x400 there is more blur per pixel.
>>
>>2854327
Left is wrong, just like >>2854264 is wrong. The dithering is supposed to be visible. You don't throw away all that detail just to hide dithering (which in any case cannot be automatically distinguished from intended non-dithering detail, eg. CT typewriter).
>>
>>2854327

NTSC filters are my favourites
>>
>>2854336
Do you have any proof that CT typewriter blends into solid color like intended dithering areas on real console and tv or using emulator shader simulating that?
Where exactly do you see losing detail?
>>
>>2854348
>Where exactly do you see losing detail?
Any blurring filter with limited bit-depth loses detail.
>>
>>2854328
>which makes them sharper because the blurring does not change.

Jargon.

>Exactly, but with 640x400 there is more blur per pixel.

So you're arguing against your own point now?

>>2854336
Left is right when taking the composite signal from a Genesis, while the right side is also correct when using a basically uncompressed signal with little to no low pass.
>>
>>2854352
>So you're arguing against your own point now?
Blur is roughly constant per unit screen area. Bigger pixels means less blur per pixel. Smaller pixels mean more blur per pixel. Line doubling means pixels 4 times as big as the smallest pixels the display is designed for, so of course they will be sharp. Which is what mode 13h games looked like.
>>
>>2854358
I'm done, since you're still adamant on using "pixels" when talking about analog interfaces. I'm taking your post on the CRT general so people more knowledgeable than us can give us a straight answer. Please forgive me but I'd also like to know.
>>
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>>2854320
Oh wow, that's super close. You should see an ophthalmologist. This is how far you should be from the screen. The added monitor is useful for friends watching from their houses.
>>
>>2854323
Eh? That's the same distance, just the top one is what blind people see.
>>
>>2854364
I'm pretty sure he's just talking about upscaling, not CRTs necessarily.

If something is being upscaled badly so it's blurry then adding scanlines can bring a bit of definition back. But optimally it should be upscaled so there is no blur.
>>
>>2854364
"Pixel" means the smallest element of the image that is intended to be updated independently. Analog systems can have pixels. Mode 13h has bigger pixels than mode 100h on the same CRT, therefore those pixels will be sharper. See >>2854249
for demonstration of the concept.

>>2854378
No, I'm talking about CRTs specifically. Mode 13h, the popular DOS game mode, had pixels much bigger than the minimum size pixels the CRT could display. This means they were always sharp.
>>
>>2854381
I didn't even reply to >>2854249 because I failed to see its point. One text was upscaled using nearest neighbour, whilst the other with a bilinear filter. What exactly are you proving?
>>
>>2854383
Look at the text box here and see the effect of scan lines in action >>> >>2854231
>>
>>2854387
Everything in that image but the left side is phoney. Those aren't real scan lines, nor does the center pic serve any purpose other than to show how a shader renders stuff internally.
>>
>>2854383
There is no bilinear filtering. The right side is the left side with gaussian blur applied. Note how the bigger version looks less blurred, despite having the exact same blur applied. This is because there is less blur per pixel.
>>
>>2854387
That image doesn't mean anything. The left side is how it should look. The middle is upscaled to be blurry. The right side is meant to imitate a CRT but looks awful.
>>
>>2854284
>GBC (and GBA)
> interlaced screens
What the fuck are you talking about?
>>
>>2854432
They are interlaced. You can clearly see the combing artifacts.
>>
>>2854446
That's not interlacing.
>>
>>2854474
Yes it is. They update odd and even lines separately. Interlacing is not exclusive to CRTs.
>>
>>2852451
> I don't claim this to be the right way to play it.

After four paragraphs you finally said something I agree with.
>>
>>2854495
Got any proof? I'm sure people would love interlace LCDs, then we wouldn't have to deinterlace everything. Except they don't exist, its just an artifact of the way those things display.
>>
>>2854336

>The dithering is supposed to be visible.

So you're saying that the developers who used dithering were too dumb to understand that it would be blended by a standard consumer tv?

How did they expect people to see the dithering if it would get blended by most people's tvs?
>>
>>2854390
That's exactly the purpose of the middle picture that was intended. You got it right! Congrats
>>
>>2854503
>its just an artifact of the way those things display
>interlacing is just an artifact of interlacing
Look at one yourself, it's obvious. And you can do interlacing in software if you really want to, there are shaders for this. But it doesn't look identical to CRT interlacing because of the high persistence.

>>2854526
Developers, like everybody else who cared about quality, had RGB monitors. RGB SCART was very common in Europe. And even on composite connections the blurring wasn't nearly as bad as people set it in filters.
>>
>>2854529
Who cares when both of them look worse than the plain image anyways? Sure blurring made it look like shit but the scanlines still don't make up for it.
>>
>>2854534

>Developers, like everybody else who cared about quality, had RGB monitors.

But they were designing it for people who had composite. They knew that most of the people who would play their games would not see the dithering.
>>
>>2854573

I don't play SuFami so I do not care
>>
>>2854573
Are you retarded? The image you're cycling in and out there is a drawing based off of the in game graphics. The original was an Amano drawing.
>>
>>2854534
It doesn't make the display any less progressive even if it looks like interlace.
>>
>>2853715
Dude, I use a CRT every day. I am well versed with their quirks and shortcomings. Colors do not look like that unless you are an idiot that can't even into basic calibration, that curve filter does not accurately portray what it is like to look at a curved tube, and the attempt to simulate flare is just pathetic.
>>
>>2854638
I disagree with them, but I can at least theoretically understand why some people would want to recreate scanlines. But I can't imagine wanting to recreate CRT glare like that.
>>
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Another CRTfag here.

The thing that kills me about most filters is that they don't look like CRTs. They look like photographs of CRTs.

I'm not against using some sort of filter on emulator to prevent chunky pixels, but imho the shaders tend to oversaturate color and add too much glow.
>>
>>2854689
It's impossible for other screens to replicate the light that comes out of a CRT. For me being someone who hates CRT light that's a happy thing, but for those trying to replicate the experience it would be a hurdle. I think that's why people tend to over saturate.
>>
>>2854689
>The thing that kills me about most filters is that they don't look like CRTs. They look like photographs of CRTs.

This.
>>
>>2854595
It's not true interlacing, but it still causes ugly artifacts:
http://forums.nesdev.com/viewtopic.php?f=20&t=11162
>>
>>2852481

what is the resolution on the naming screen in SoM, and why is it different?

I don't understand why people get worked up over filters/shaders. If you like them, use them. Who cares?
>>
>>2854741
IIRC it was 512x448 interlaced. Or maybe I'm thinking of SD3. It was definitely higher resolution than normal.
>>
>>2854679
same. like scan lines all well and good but that glow effect ? why the fuck would you want that? it's almost as bad as that atrocious Gameboy retro arch filter posted here before. like the purpose of most shaders doesn't seem to be to enhance the experience but also to incorporate everything that is bad because somebody thinks this is what nostalgia means. baka
>>
>>2854709
The thing all filters do wrong is they replicate close ups of a screen when photographed. I played on a CRT all my childhood and never saw a scan lines as displayed here >>2853703 . I also never saw those atrocious big dots on my game boy as displayed here >>2854131. Something is fundamentally wrong with people who create shaders and I guess it's their computer science background making them go sperglord, missing the line and purpose of the shaders.
>>
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muh realism
>>
Independent of whether it looks better or not, I find a CRT filter makes things easier on the eyes. Maybe just because it darkens them.
>>
>>2854248
Raw doesn't really include color gradients properly, you get pixelly masses instead of dithering. The problem is that without scanlines (middle image), that blur just looks like shit. Scanlines make the blur less obvious, keeping the dithering effect while masking how shit the blur looks.
>>
>>2854638
So much salt.
>>
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>>2854638
This must be what it's like to be a joyless adult. CRTs are stuffed away in dark basements. I can't even imagine the depression felt when sitting alone in front of a TV you had as a kid in said basement. Even with a wife and child, that sounds like utter despair. I'd consider such practice self destructive.

I'd take relaxing in my comfy living room, playing on a 60" 4k TV with "inaccurate" shaders over that any day. I also prefer a sharper image than what a CRT could ever produce.
>>
>>2855037
>4k TV
>sharper image
Except it's sample-and-hold so it will turn to blurry shit as soon as it moves. The only use is for 5th gen games, which have such poor motion quality already that your TV can't make them much worse.
>>
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>>2855037
>also prefer a sharper image than what a CRT could ever produce.

Looks sharp enough to me.
>>
>>2855109
>BVM-20F1U
>20"
>literally thousands of dollars at release
>still goes the price of a modern TV
>still blurrier than what is possible with 4k CRT shaders
GG.
>>
>>2854824
This looks freaky as shit. Other than 16:9, I'm pretty sure it could be reproduced with shaders in RetroArch. Might have to use ReShade for the bloom to turn out like that, though.
>>
>>2855215
>blurry

I don't think you know what that word means.
>>
>>2855224
>blurrier than
It could be the second sharpest output in the world, but it would still be blurrier than the sharpest. Without fail, sentimental CRTfags are passive-aggressive halfwits. Would "not as sharp" be better wording for your autism?
>>
>>2853703
First, you completely missed my point, which was that i'm not a retro graphics-whore because i just want to play the damn game.

Second, you are playing that thing on 4x the original resolution, which is something i will never do because i'm not retarded.
>>
>>2855234
>sharp

I don't think you k now what that word means.
>>
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>>2852925
never. it's just one guy who believes winning an argument against feeble-minded neckbeards actually means something. Meanwhile, I'm playing my games on my 2950QM and loving it. Seriously, s/he does not even have a face, why are you so concerned about one person's opinion? just play the games however you want to. I promise you, no shitlord can take that from you unless you let them.
>>
>>2854224
nothing of the sort was established, no matter how much you want it to. and the aspect ratio is fine.
>>
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>>2854689
This guy understands. Shaders often try to simulate the wrong thing.

Anyway, this is the most inane thread on a board filled with inanity. So here's my two cents...

Big question to all those "not like it was supposed to be-ers". How the fuck do you know how it was supposed to be? Did Gunpei Yokoi tell you personally? Because it doesn't seem to say much in the developer's manual on the subject besides available resolutions: http://www.romhacking.net/documents/226/

The most common resolution outputted by the SNES is 256x224 (8:7). Other resolutions are available but rarely used.

The NTSC standard recommends a 4:3 resolution ratio.

The rub is these two ratios differ. What gives?

An NTSC frame is composed of 525 scanlines divided into interleaved even and odd fields with 262 and 263 scanlines respectively. These fields are displayed in succession and, taken together, form a full image. The SNES outputs an NTSC signal (fuck yoou PAL!), however under normal operation generates a full image every field, and thus has an effective frame rate of 60Hz (twice that of the NTSC frame rate of 30Hz) at the cost of half the available vertical resolution. The key to unraveling the discrepancy between ratios is remembering the SNES typically has a vertical resolution of 224 scanlines, so to be a valid NTSC signal, the SNES has to pad the unused scanlines with blanks. In other words an accurate SNES image typically has several black lines at the bottom of the image. Although the non-blank display area is typically an 8:7 ratio, the full image is 4:3, and thus the discrepancy evaporates.

That being said, whether you prefer square or rectangular pixels is a matter of taste. Developers went both ways on this issue. The important part is that the non-blank image is fully on screen. CRTs let you adjust the vertical and horizontal offset and scaling, allowing you to adjust the image to your choosing.

Personally me? I'm a square. Fuck what the artists think.
>>
if you're gonna make a scanlines filter you have to fucking adjust the brightness to compensate, otherwise it looks way too dark
>>
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>>2854689
>a screenshot of a CRT shader looks like a photograph of a CRT
>>
>>2855218
you do realise this is retroarch? it's the royal filter.
>>
>>2855106
I love how all crt fags suddenly turn into ultra hd experts when it comes to 4k screens. very amusing.
>>
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Just like the developers intended
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>>2855450
Or was it more like this?
>>
>>2855246
if you just want to play the game then why are you here? If you play on 1x scale on a tiny screen of course it looks good. But what about the cinematic experience on a big screen. a CRT + scanline shader can reproduce something near the level of detail as the 1x scale. That's the flaw in your logic. Of course 4x or 8x scale looks horrible, but with a shader it looks very decent.
>>
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>>2855456
Actually, I'm pretty sure this is that the developers were thinking of
>>
>>2855246
you said you play on 2x or 3x which is definitely not a big difference to 4x. Even 2x looks like shit without a filter
>>
>>2855272
True. :) I also find that troll very amusing. He seems very desperate in bringing his argument across.
>>
>>2855459
Holy shit, that's fucking beautiful. Retro indie devs BTFO
>>
>>2855458
To make fun of some tards.
>>2855461
2x vanilla looks objectively better than 2x with some shitty filter.
>>
>>2855318
This is a very good post. You are a good person. I just don't understand the hate for PAL. The European SNES outputs PAL signal,at least I hope so.

But yeah I agree. It's a big mystery with the square and non square pixels. You just have to look what looks right to you and it is always game dependent. I always compare the image to remakes like super Mario world 2 yoshi on the gba which has the 8:7 ratio but in widescreen. When you look at the FFVI ugly "remake" on the ipad and compare it looks like some of the art and the sprites are redrawn after a 8:7 ratio while others are redrawn after a 4:3 ratio at some sprites even look completely different like they are stretched to 16:9 but they don't look stretched, they actually look more correct because they are 3d. Anyway it's a mess when it comes to this game.
>>
>>2855424
but it's true. where is the lie you ignorant brat
>>
>>2855450
>>2855456
is this Gameboy? than the nature of monochrome makes the correct one neither but b/w .
>>
>>2855469
oh shit sorry I thought you were some one else . I accidentally replied to the Cave troll. Don't feed the troll guys just ignore.
>>
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>>2855491
Such accuracy
>>
>>2855469
you just admitted to trolling? you know what to do guys :)
>>
>>2855479
No hate for PAL. Just being silly. I just don't know the standard as well, so couldn't go into as much detail as with NTSC. PAL has a lower refresh rate, but more scanlines than NTSC. Both standards are fine.
>>
>>2855502
Not going to lie, I would play the hell out of that.
>>
CRTs are outdated shitty technology. Programmers and designers did not make their games with scanlines in mind, they made them and then dealt with how shitty they looked on the monitor afterwards. Why do you think they bundled composite as the primary cable. They don't give a fuck about interference or noise on the image.

>Hurr, game designers made their games with composite cables in mind! So if you don't use composite, it looks shittier!

In 10 years fags will want scanline composite filters for their clean 1080p image.
>>
>>2855513
>Not using a Composite Scanline filter on your games

If your game looks like the one on the left, it's wrong.
>>
>>2855510
Funny thing is I'm from Pal territory and I don't even know the exact amount of scan lines. I only know the difference in square pixel resolution and the like of that. So I don't know more than you lol. But it's irrelevant anyway let's not get caught in Pal discussion.
>>
>>2855318
Here I added blank scanlines like you said. Does it look like 4:3 now?
>>
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>>2855583
Forgot the pic
>>
>>2855513
>designers did not make their games with scanlines in mind

Right, they were just there. So they designed around it.

Classic games were developed on cathode ray tube displays. End of discussion. You literally can't deny that.

>>2855520
I'm not gonna disagree, but the photo used in that pic looks like he rubbed a slice of pizza on the screen and itched his nose with the lens
>>
>>2855586
Technically there is a blanked region to the right of the 256th pixel in each scanline as well.
>>
>>2855607
That's pretty representative of a normal CRT. Most of what you see posted are professional video monitors.
>>
>>2855612
which is what retro games were developed on. you just kicked yourself in the knee lol
>>
>>2855610
The fact is, it has nothing to do with aspect ratio of framebuffer.
>>
>>2855617
Not always. He's talking about stuff like PVMs and such, you realize that there are CRT PC monitors don't you?
>>
>>2855618
Technically the SNES doesn't have a framebuffer. lol

Anyway that was more or less my point, in that all that really matters is that all non-blanked pixels are on screen at once. It should be noted the 8:7 ratio only holds true in 256x224 resolution mode. You can use 256x240 overscan mode to get a 16:15 ratio with some more vertical resolution. Since the horizontal resolution doesn't change, you could say the 256x224 resolution is the native one, and so you really do need to include the blanked lines so there are no issues if overscan is used or not.

Really it comes down to how CRTs let you fiddle with the display. Console makers could output a signal, but you are free to choose how to display it. How you choose to display it (ie stretch non-blanked area to full screen, square pixels, etc) is up to you.
>>
>>2855630
Who would re-tune the TV every time he change the console? Or even a game, since like you said some of them on SNES used bottom 15 pixels.
>>
>>2855621
but even crt monitors don't look like that. only old cheap tvs look that smudgy. all game developers worked on CRT monitors lcds or pvms
>>
>>2855638
That's irrelevant. That's just the way it is. You have to adjust the emulator for every game as well. The phenomenon you describe is just laziness. Back then a console wasn't just plug and play. Well it was, but without tuning the output is flawed. Nowadays modern consoles you just plug and play and the output is correct. back then the output was flawed due to technical limitations. That is a fact. laziness doesn't compromise for technical limitations
>>
>>2855617
No, they were developed on PCs using PC monitors.
>>
>>2855638
No one would of course, because no one cared back when people owned CRTs. It only become a first world problem when people like OP started emulating on their iPhone and posting about this shit all the time like anyone actually gives a fuck, which given the age and number of posts in this thread, is a surprising large number of folks. Besides, I'm still baffled how people "know" how these designers "intended" games to look besides pointing a circles and other geometric designs. There's evidence for different graphics being designed for different ratios by different designers. This thread is subjective truth and nothing more.
>>
>>2853702
The diffusion effect is not supposed to be banded like that, there's something wrong with his setup.
>>
>>2855645
They do, look like that though. You're talking cheapy chinese shit, I'm talking middle-range brand name.

You have no idea what monitors they used. Knowing the cost of companies and the nature of tax deductibles, it's entirely possible they got brand name monitors and wrote it off as a work expense. I mean, it's also possible they did that with high-end models, but those usually costed 10,000 apiece anyhow, so I highly doubt it.

>all game developers worked on CRT monitors lcds or pvms
>lcds

Yeah, not when the forth generation was around. LCD technology was not even comparable to a CRT quality vs. price wise.
>>
>>2854783
>Something is fundamentally wrong with people who create shaders

Go fuck yourself.
>>
>>2855692
But it's true, where is the lie
>>
>>2855660
which were crts at that time. omg people are so stupid
>>
>>2855680
yeah but still some devs used lcds nevertheless. damn
>>
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>>2855749
>doesn't know the difference between a monitor and a television
>>
>>2854783
>I played on a CRT all my childhood and never saw a scan lines as displayed here

That's because you had a shit TV.
>>
>>2855754
Ummm... How recently are you talking? They weren't using LCDs when making NES games.
>>
>>2855769
stop trolling. don't you know that even monitors were crts back then. go back to /v/ and stop trolling
>>
>>2855773
or he had a good TV without ugly lines.
>>
>>2855754
Uh, no they fucking didn't. Color reproduction and refresh rates made them inferior until the technology got better, and even then LCDs had to get high resolution before they started looking really good.

CRTs have always looked good, assuming you're using a name brand model. Knowing that, it's only logical to assume computer-generated graphics were designed on CRTs. I mean, if you actually believe developers were buying LCDs because they're somehow better, that only paints you as misinformed and delusional. Seriously, what makes you think that?

>>2855795
No seriously, if you couldn't see the scan lines it's because your set is a piece of shit.
>>
>>2855820
Your set is a piece of shit if you see scan lines.
Scan lines are only visible if you go very close. If you see scan lines from the couch from the distance you have a shit-tier CRT.
>>
>>2854783
Sitting a few feet away from the TV makes scanlines virtually invisible. This applies to shaders and CRT TVs alike. Scanlines are visible in still shots for the very same reason they're visible in a photograph of a CRT. How do you even manage to dress yourself in the morning?
>>
>>2855820
just because lcds were inferior back in the days it doesn't mean no studio used them nevertheless, sherlock. I bet you know every game studio from the inside sherlock.
>>
>>2855845
No, shaders aim to make scan lines visible at any viewing distance. The aim for close up shot of a crt from a few feet away viewing distance which is very flawed when you think about it. Same with the gameboy and it's dot matrix.
>>
>>2855850
Enable something like CRT-Geom and sit back 4 or 5ft. No visible scanlines. People claiming otherwise are either stupid, trolling, blind or a combination thereof.
>>
>>2855867
i sit 5 feet away and still see scanlines. do you play on a small tv or something? I play on 46 inch.
>>
>>2855879
12 feet from my 60" TV and 5 feet from my 24" monitor. Scanlines aren't visible on either.
>>
>>2855842
I don't press my face against the screen, but I can still see them. Perhaps it's because I'm still relatively close, but either way.

Scan lines are more prominent with older consoles, as the 240p signal only needs half the lines of a 480i set. But you can still see lines with 480i signals regardless, so that's not really relevant.

>>2855847
>There must have been one studio that used them!

No, I am absolutely positive. There was no reason to use one over the much more cost-effective CRT.
>>
>>2855918
>i know better there is no studio
ignorance is jizz.
>>
>>2855936
Unless you can convince me otherwise, or you have definitive proof, I'm going to continue believing that 4th gen was made on CRTs.
>>
>>2855479
>I just don't understand the hate for PAL.
Have you actually seen a 50Hz CRT? 60Hz flicker is bad enough, 50Hz flicker is intolerable. And flicker is the only way to get good motion quality from these framerates.
>>
>>2855318
>NTSC frame rate of 30Hz
Note that the NTSC standard uses "frame rate" in a weird way, and "30fps" interlaced content can contain 60fps motion (with reduced vertical spatial resolution).

>In other words an accurate SNES image typically has several black lines at the bottom of the image. Although the non-blank display area is typically an 8:7 ratio, the full image is 4:3, and thus the discrepancy evaporates.
No, that is not enough to account for the discrepancy. Remember that the horizontal resolution is less than the maximum possible too. The SNES really did output rectangular pixels. See >>2852597
>>2852602

>>2855458
>Of course 4x or 8x scale looks horrible
It looks identical to 1x if you get the integer ratio right, only bigger. There is no standard for how many subpixels there are to a pixel. On CRTs it's not even consistent.

>>2855842
Highly visible scan lines are a side effect of the hack used to display 240p on a 480i display. If you can't see them then your CRT's focus is defective. But the artists probably worked on native progressive scan CRTs, so they would not have had obvious scanlines.
>>
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>>2856019
>The SNES really did output rectangular pixels. See >>2852597
Look at post directly following the quoted one for counter example. >>2852604

Developers seemed to have gone both ways when drawing graphics. The fact is the SNES doesn't output either square or rectangular pixels; it depends on how you set up your CRT display. Unfortunately for you the world isn't so black-and-white.
>>
>Games were designed around RF
>You need a scanline filter, and an RF filter, or else the game is wrong looking
Why don't we just take the shittiest possible tech of the time and make a filter for it and slap it on our game.

Clearly game designers developed for it.
>>
>>2856081
>The fact is the SNES doesn't output either square or rectangular pixels; it depends on how you set up your CRT display.
Nobody "set up their CRT", they used the factory settings of their TVs. And those gave you rectangular pixels.
>>
>>2856082
This.
Add as much noise and shit to the image as possible because the game designer planned for it.


Not.

>tfw the entire nintendo championship scene in the wizard is on a projector, with no scanlines whatsoever
>>
>>2856083
This thread is fundamentally a discussion on how people "Set up their CRT".
>>
>>2856086
Step 1: Buy a TV
Step 2: Plug in a SNES
Step 3: Play games

Result: 4:3 aspect ratio, rectangular pixels
>>
>>2854824
As someone using these filters on a CRT monitor the halation is kind of annoying, I already get halation as is.
>>
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>>2855456
Yeah definitely that one.
>>
>>2855437
It's not. It's some guy's art project. CRT Royale can't produce that image, and 16:9 requires game specific hacks unavailable in RetroArch.
>>
>>2856012
Literally no idea of what you're talking about.
>>
>>2856118
I live in a PAL country, I grew up with CRTs, I know what 50Hz CRTs look like. I used to import all my non-portable console games.
>>
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>>2856108
>>2855456
>>
>>2854760
From my perspective it looks like people wanting to recreate what the old consoles looked like. Even though bloom looks ugly, they want to simulate it anyways so it looks more authentic.

Personally I always hated the way CRTs look, so I have no interest in recreating what they looked like.
>>
>>2856089
that's the amateur way.
>>
>>2856012
You obviously are an American that has never seen a 50hz tv. LOL
>>
>>2856019
4x and 8x looks horrible because it's too big and the resolution is too low. you twisted it. of course 1x looks far superior.
>>
>>2856081
Couldn't have said it better-
>>
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>>2855520
I don't care about "right" and "wrong". I care about the game looking the best it can. The image on the right and anything with a scanline filter looks FAR worse than the one on the left which shows each pixel clearly.

Adding meaningless noise does not improve an image at all, it only makes it worse. That's all scanlines are. Meaningless noise.
>>
I think everyone sucks. I literally can't play any snes games anymore because of this thread. I think vanilla without filter looks wrong. CRT shaders geom royale or hyllian are ok but it still doesnt feel right, gpu bilinear looks very good but is too blurry. bicubic and lancos look ugly, let alone all those xsal xsai and whatnot shit filters that look like cheap photoshop filters.


Basically we need a filter that blurs colors/gradients in the textures and smooths the texture to a 32bit look but without blurring the edges and making it look blurry like bilinear and all that without the use of scan lines. that would be the perfect filter in my opinion.
>>
>>2856191
*I think every one of them sucks
*filter
*not people
sorry typo
>>
>>2856189
When I look into scan lines I feel like I've taken lsd.
>>
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>>2856191
Why? Raw pixels is objectively the best. Every filter just blurs or adds noise, nothing else. No real detail is added, no new information. It's just degrading the image.

In the top image here, each block of color is there for a specific reason. Every element of the image is purposeful. Adding noise makes it look more complicated, but the noise doesn't relate to anything, it doesn't mean anything.

Adding scanlines and filters is the exact same thing. If you like it for some reason, that's fine. But there's no reason at all you should feel like you need to use them for any reason.
>>
>>2856173
I live in the UK and I'm aged >30 years. I am fully aware of how bad 50Hz CRTs looked. If you pretend they're acceptable you're as bad as an American claiming 3:2 pulldown is acceptable. Just because you grew up with something doesn't make it good.

>>2856179
>4x and 8x looks horrible because it's too big
This is no standard display size.
>>
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>>2855520
If that image is true then why does Nintendo's very own depiction of Link look far, far more like the one on the left than the blurry mess on the right?

Clear sharp pixels were always the ideal look for the games.
>>
>>2856206
That blocky shit looks ugly as fuck to anyone who isn't a deranged pixel purist.

Continue making strawman arguments to justify your blocky pixel fetish.
>>
>>2856210
nigga but what about 100hz crt you forgot them hunty
>>
>>2856206
>the meme poster no one takes seriously
>>
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>>2856217
And you honestly think that adding a bunch of noise on top or blurring the crap out of it makes it look better? And I'm not a pixel fetishist by any means. The art I do is actually highly detailed.

The important point is that I hate meaningless noise, which is all scanlines and filters are. It's not that I love to see huge pixels, I prefer when graphics are much more detailed. But these were the limitations game designers were working with and simple pixel art is all they could produce. I simply feel that it's best seen in it's purest form, as opposed to being distorted by filters or scanlines. Also, Nintendo agrees with me. >>2856212
>>
>>2856226
>100hz crt
Interpolated crap, adds latency and artifacts, even worse than 50Hz for gaming.
>>
>>2856230
Hz has nothing to do with interpolation. you can frame double or insert black frames.
>>
>>2856228
You misunderstood the very concept and purpose of scan lines if you think it's noise. Educate yourself before talking lip.
>>
>>2856238
I know exactly what I'm talking about, and there is nothing at all good about scanlines. The people who say they make the images better are simply wrong. They never, ever add anything to the image. The blending people perceive is a visual trick, but it's not actually adding anything. It's exactly the same as adding noise. There isn't a single example where scanlines actually add detail.

If they like them and want to use them, that's all well and good. It's your game and you make it look however you want it to. But the narrative that scanlines are necessary or add anything of intrinsic value is simply false.
>>
>>2856237
Frame doubling gives you an ugly ghost image following motion, generated by the same mechanism as sample-and-hold blur. Black frame insertion gives you the exact same flicker you had at 50Hz (the whole point of BFI is adding flicker). Both have a latency penalty unless you're emulating. There is no way a 100Hz CRT can ever be good for anything except displaying 100fps games, and there are no 100fps console games.
>>
>>2856238
>purpose of scan lines
Scan lines (in the sense of "visible scan lines" as it's commonly used) have no purpose. They are literally an unintended side effect of displaying 240p on a CRT that wasn't designed for it. Nobody made a native 240p CRT, it's all 480i and ignored standards.
>>
>>2856242
>100hz black frame gives you the same flicker as pure 50hz.
Okay bye you are not smart enough for me to continue our conversation. Bye
>>
>>2856241
>>2856247
But scan lines aren't 'noise' as claimed by you. You seem to be educated about CRTs and scan lines yet you talk really uneducated about them a.k.a trolling. S.T.O.P.
>>
>>2856248
100Hz + BFI gives you 50Hz flicker. If you have 100 strobed refreshes per second and turn half of them off then you now have 50 strobed refreshes per second, just like if you started with 50 and didn't turn any off. It's simple arithmetic. The only difference is the brightness and the time taken to draw the frame. The lower brightness is obvious, but the timing difference is not. I used to play 60fps games on a 120Hz CRT with BFI to reduce latency, and other than the brightness it looked identical. Maybe with some highly unnatural eye movement you might be able to detect a difference -- doing the same kind of thing you can do to view the multiplexing patterns on 7 segment displays (most people find this impossible).

>>2856251
Scan lines literally are noise. Nobody sat down and decided they wanted scan lines. They simply couldn't build hardware powerful enough to follow the NTSC standard, and had no choice but to violate it and force 240p on a 480i display. Visible scan lines were an unavoidable consequence of this.
>>
>>2856251
The scanlines that appear on a CRT are a byproduct of the way they work. If you're playing on a CRT you have to deal with the specifics of that technology whether you like them or not. That's fine, and not really what I'm talking about. If someone still likes looking at CRTs then that's good for them.

However, adding scanlines via emulator like this >>2853703 does not add anything of value to the image. The people who claim it does are wrong. All it's doing is adding a layer of noise that doesn't relate to anything. It's exactly the same as adding film grain. This isn't trolling in any way, this is simply fact.

Now all that said, I want to be crystal clear. If you like emulated scanlines and think the game looks better with them, then by all means that's how you should play the game. It's your game. Your experience. Do whatever makes you happy.

But the narrative that scanlines add anything and actually make the graphics more detailed is completely false and ridiculous.
>>
>>2856247
>They are literally an unintended side effect of displaying 240p on a CRT that wasn't designed for it.

You always see black scan lines no matter the signal, if for a fraction of a second. You can actually follow the black raster trail in 480i if you sync your eyes to the refresh rate. Those lines stay black because so that the electron gun has enough time to position itself in the beginning of the next odd/even row.
>>
>>2856262
>You always see black scan lines no matter the signal, if for a fraction of a second.
You see the black space in 480i for a single frame. It's not at all obvious, you have to consciously try to see it (like seeing temporal dithering on modern 6bit LCDs).

>Those lines stay black because so that the electron gun has enough time to position itself in the beginning of the next odd/even row.
It's nothing to do with timing constraints, it's a deliberate design decision. Interlacing requires the vertical line position offset to be switched each field, and if you defocused the beam enough to fill in the black space then you'd loose too much horizontal resolution.
>>
>>2856256
>>2856260
You seem like the same troll person that has monologues in this thread. I'm sorry, I can't take anything seriously that you say because you have earned some reputation that discredits you of any credibility. Sorry.
>>
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>>2856318
>everybody who disagrees with me is the same person
>>
>>2856318
You just linked two different people. I'm >>2856260
>>2856228


At any rate, I don't care if you take me seriously or not. But if you are trying to claim that adding scanlines makes an image more detailed I will tell you you're plainly and objectively wrong.

If you like them, more power to you. Just don't try and say that what OP is claiming is true because it's not.
>>
you guys are literally the absolute worst form of dumb fucking nerds
who the fuck actually devotes time to arguing over this shit?
>>
>>2853713
>make it blurrier and add hundreds of thin black lines
>NOW it's art
>>
>>2856318
>troll person
>troll
>person

Choose one, pham.
>>
Are shaderfags the most hated people on /vr/ and in emulation in general?

CRTfags:
>holy shit, that does not at all accurately emulate a CRT at all
>you're a subhuman cunt for gaming on modern LCDs
>shaders can never look good, and you should get whipped for using them
>i can't believe how much better i am than shaderfags
>i'm going to spend my free time posting close-ups of my CRT in CRTfag threads

Puristfags:
>lol black lines
>lol blur
>lol eye cancer
>just like the developers intended
>plug and play without tweaking the image is the only way
>if you don't use nearest neighbor, you deserve to die
>lol i can't believe how much better i am than shaderfags

Shaderfags:
>b-b-but 4k is starting to make shaders beautiful
>b-b-but shaders can produce a sharper image than raw output and the highest quality CRT
>b-b-but i like the endless customizability that comes with shaders
>b-b-but scanlines aren't visible when sitting a few feet away, just like with actual CRTs
>i-i-i don't even want accurate CRT emulation
>leave me alone
>>
>>2856987
That's the opposite of puristfags. Purism would be CRTfags. What you described is hipsterfags.
>>
>>2857047
No, hipsterfags are people into that ugly pixel art + high resolution effects combination you see in modern "indie" crap. They're the same people who make "chiptunes" with samples and effects.

Integer nearest neighbor (with optional aspect ratio correction) is closest to the artist's intention, as demonstrated with extensive evidence in this thread, so it has the best claim to being "purist".
>>
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>>2856082
>designed around RF

LCDfags confirmed blind

>>2856084
Gee it's almost like they were trying to show it to a crowd or something

>>2856212
Because displaying pixels is abstract, they have no choice but to use squares. So in case you forgot: Calendars aren't video games. That calendar may have been designed like that, but I would also argue whomever designed that calendar is not the original artist that created the original sprites >on a CRT<. Nice false positive though.

>>2856241
>The blending people perceive is a visual trick, but it's not actually adding anything.

Yeah that's the point.

>It's exactly the same as adding noise.

No it's not. It's literally having less picture so your mind completes it for you. That's like the opposite of noise.

They may not be necessary, but CRTs are simply superior. Stop being butthurt over other people's superior setups and either accept your mediocrity or get educated and join the conversation.

Let me spell this out for anyone that can't seem to understand: Scan lines don't magically add extra pixels or makes it higher resolution. What they will do is blend the existing image to create implied clarity over sharp LCD pixels..

>>2852658
Look at these two. Ignoring the obvious color difference, note the left cheek, where the light is shining. Can you see every individual pixel that makes up the shading on the left? You can? What about on the left? What's that, it's harder? It looks more natural? That's because scan lines blend the edges of the pixels. I honestly want someone to try and disprove this; I mean, this is just how light works: unless contained to a specific spot, light will bleed and leak (in varying amounts depending on your set).

tl;dr they don't think it be like it is, but it do
>>
>>2857068
>That's because scan lines blend the edges of the pixels.
No, the blur blends the edges of the pixels. You can have blur without visible scanlines.

And while blur might make skin look better (think Playboy airbrushing), it makes text look much worse (see your own example pic), and skin is rarely a major part of game graphics.
>>
>>2857081
The scanlines space the pixels, allowing for more blur. Blurring is fantastic for text so long as you're not rubbing pizza on your screen/have decent vision as sharp edges and small text can affect readability, marginal as it is. Oh, and the text was originally designed on a CRT. Can't forget that part.

>you can have blur without scanlines

You're thinking of ghosting, which looks terrible.
>>
Uh
Are there any actual interviews with developers of the time that claim they were developing games for primitive CRTs with obvious scanlines?

Because from what I can tell, early LCDs came out in the 80s and due to how crisp and amazing games look without scanlines, I think scanlines were something developers did NOT want in their games, but had to deal with.
>>
>>2854064
>claiming devs wanted people to play in pixelated HD because the box-art is pixelated.

So, in those cases where the box art for games is irrelevant, embellished or misleading... the devs wanted us to be playing a different game? I reckon it's more likely the art/marketing dept did what they thought best with an already finished project. But hey, feel free to believe in some sort of direct link.
>>
>>2857104
>You're thinking of ghosting
No, you can literally adjust the focus of the electron beams independently of the scanline spacing. That's how CRTs work.
>>
>>2854231
>Placebo
Enjoy your placebo. If it wasn't in the original game data, it's just noise. Get over your butthurt or go vote Hilary Clinton to ban games and meninism.
>>
>>2857106
No, in fact there's tons of pictures that show otherwise. Your desperation is showing

>Because from what I can tell, early LCDs came out in the 80s

Yeah and they were 2 inches tall, had poor color reproduction, and had terrible refresh rates; literally the opposite of what you want in game dev.

>>2857114
Oh okay, well even if you're squishing a 240p signal to have no scanlines you're still going to have them, as there is physical spacing in the glass between each line (small as it may be), and as a result the blurring effect still happens.

>>2857131
>If it wasn't in the original game data

It was, technically. You know, because they were designed on a CRT.
>>
>>2857147
>as there is physical spacing in the glass between each line (small as it may be)
There is no physical requirement for a space to be there. You could overlap the scanlines if you wanted to. The blurring is caused by: 1. imperfect beam focus, 2. limited analog bandwidth.
>>
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These threads always turn out so well. Why should anyone care what others think of their aesthetic preferences in a medium with literally endless user customization? On /vr/ in particular, shader discussion become an absolute clusterfuck of retardation.
>>
>>2857158
>Retards
You mean /CRTfags/ and /JewShekelsMuhCollectionReselling/
>>
>>2857147
>>It was, technically. You know, because they were designed on a CRT.

You failed reading comprehension didn't you? Next thing I know, you will tell me that Musicians all wanted me to listen with Doctor Nigger's Beats Audio headphones.
>>
>>2857149
>There is no physical requirement for a space to be there.

Except for the size of the beam created by the electron gun.

>You could overlap the scanlines if you wanted to

Except by that point your game is unplayable. Why would anyone ever overlap an image they're trying to control in a game?

So yes, the blurring varies between each set as the quality varies. Did I ever say that blurring is superior? Maybe I implied it, but I never outwardly said such a thing.

A good number of folk around here want a PVM, and that's because it's blurring is kept to a minimum. It may be preference, but it's a choice in a class all it's own.

>>2857158
You mean,
>what is 4chan used for

It's literally debating over subjective opinions to convince others to think differently. That's all this is, we can't help it if LCDfags are salty about their mediocre setup. We're not surprised, but we can't help it.

>>2857175
>That's wrong because reasons!

You clearly don't know anything about headphones either, that is the shittiest comparison I've ever seen; I don't even know what you meant by that. Topkek
>>
>>2857191
>Why would anyone ever overlap an image they're trying to control in a game?
The point isn't to have a playable game, it's to demonstrate that blur is independent from scanline visibility.
>>
>>2857208
That's because blurring is what light sort of does. You're trying to disagree with me when you're actually agreeing, and I can prove it.

>The point isn't to have a playable game

It is. Why would you ever claim otherwise?

>blur is independent from scanline visibility

Ah, of course, but that's irrelevant. We're talking about how scanline visibility INCREASES the blur effect. So essentially what you've said is

>blur does affect scanlines and how they can be perceived, but I'm also reminding you that blur is a effect of light and an english band from 1988

So let me summarize, as you've clearly lost your place here:

Scanlines are good for retro, as the lower resolution allows the blank space (or scanlines) to be filled with the glow of the surrounding pixels, blending them together and creating a nice, even looking picture with less pixelation/sharp edges.
>>
>>2857238
That's your personal preference, but not mine, and evidence suggests not that of the original artists either.
>>
>>2857175
all music is mixed to sound good on consumer audio equipment of the time. that's a fact.
>>
>>2852451
this thread is literally the worst
>>
>>2857276
saite desu ne baka senpai
>>
>>2857259
>It's just your preference deflection!

Irrelevant, that's literally why I'm here; to discuss superior display methods. I've explained why I think CRTs are better, and I've yet to see a single justification for using LCDs other than "I just like it okay? leave me alone".

>evidence suggests

Right, all that evidence you showed me. Uh huh. Yup. https://youtu.be/7C8Roomd_xg?t=20
>>
>>2857292
Why would you choose to sit in a dank basement in front of a 20" CRT from 1639 when you can sit in your large, comfy living room, drinking champagne and enjoying your favorite classic games on a 75" 4k TV with shaders out the ass? CRTfagging has to be a mid-life crisis thing. Literal mantoddlers.
>>
>>2857440
>Not sitting in your medium, comfy living room, drinking cider and enjoying your favourite classic games on a recycled 35" CRT that cost nothing and took minimal effort to set up

Why? How about why not? Give me one reason to use LCDs over CRTs. Just one.

Regardless, I don't think you understand what I meant; we're talking about the picture itself, not how it looks in your house. I'd bet you'd pay for an interior decorator.
>>
>>2857440
>Why would you choose to sit in a dank basement in front of a 20" CRT from 1639 when you can sit in your large, comfy living room, drinking champagne and enjoying your favorite classic games on a 75" 4k TV with shaders out the ass?

Because it will look like you opened your nappy and smeared shit all over the screen? Just guessing. I'm not into that kinda thing but you seemed to require an answer... unless the question was meant to be rhetorical and you've never owned a nice CRT?

I can tell you're intelligent though. Why not go find an audio board so you can hassle the valve amp crowd next.
>>
>>2857490
>Not sitting in your medium, comfy living room, drinking cider and enjoying your favourite classic games on a recycled 35" CRT that cost nothing and took minimal effort to set up
>2015
>crt in your living room
>>
>>2857537
>on vr
>doesn't own a crt

I realize you don't have a response, so I'll let you know I can do this as long as you care to. Unless you can explain yourself?
>>
>>2857546
>doesn't own a crt
>implying
I implied that no one has a CRT in their living room in 2015.
>so I'll let you know I can do this as long as you care to. Unless you can explain yourself?
I've made a single post. What exactly do you want me to explain? Jesus, grandpa, take your pills. I realize retirement has left you with a lot of time on your hands, but there are better things to do than to be the sole person fueling this thread with your nonsense. Seeing that (You) as the thread updates must be a highlight for you.
>>
>>2857584
I have a rear-projection TV if that counts, not to mention my only LCD TV is being used by my computer. I've always had CRTs, ever since I started playing retro.
>>
>>2856212
wtf is up with Link's forearm?
>>
>>2857053
You're literally a snooze fest because you always post the same sentence and think if you post it often enough maybe people will believe. Your objective opinion doesn't count as ultimate proof of what is right and what wrong. at the end of the day it's just an opinion desperately craving for attention by repeating itself over and over again . Nothing more, nothing less.
>>
>>2857259
The troll is defeated. The moment he lost his try-hard battle with reality.
>>
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>>2857775
Yea, and on this day the troll was slayeth. And /vr/ sucked a little less, but not really.
>>
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>>2857781
great
>>
>>2857790
Is that Dylan O'brien?
>>
>>2857825
probably not
>>
>>2857238
>allows the blank space (or scanlines) to be filled with the glow of the surrounding pixels, blending them together
>add noise
>partially hide it with blur
>image quality magically improves!
shaderfag logic
>>
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>>2852604
>>2852606
Which is more correct?
>>
>>2858292
nice b8
>>
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>>2857068
>Because displaying pixels is abstract, they have no choice but to use squares.

That's my point. These were idealized conceptions of what the games could look like at their best. The designers were working with pixels, so when artists were hired to do video game art they were asked to make them look pixelated. I know calendars aren't games, but they are calendars made to represent games and are very obviously showing them with big clear, crisp pixels. Not the kind of blurring and blending that a CRT makes.

That is proof positive that at least in Nintendo's eyes, these games would ultimately look best when you can see each block of color clearly and sharply. That TVs at the time were incapable of it is beside the point. Mario was always supposed to look blocky, not blurry. Deny the box art >>2854052 all you want, but you are simply and plainly wrong that CRTs make these games look best.

And again, if you like them then by all means still use them. But as someone who even as a kid in the 70's not knowing better screens would ever be made hated the way CRTs look. I've seen shitty basement ones, and super expensive fancy ones, I hate them all. To me people who still like to look at CRTs are as crazy as the people who still like to listen to vinyl. I honestly can't understand why anyone would want to still look at one.

But as with them, I'm sure you're just as adamant on your point of view so ultimately we don't have anything to talk about because our disagreement is so fundamental.

As for OP's point though, that adding scanlines or blur filters to an image that was sharp in the first place makes the image objectively worse. Which again isn't me saying he shouldn't use them if he likes, but adding noise does nothing good and replicating CRT distortion never improves the image.

I'll leave you with this, the only other example in all the Nintendo calendars of stylized CRT distortion. Not as clear as the Metroid one, but there somewhat
>>
>>2858373
>I honestly can't understand why anyone would want to still look at one.
I hate scanlines and blur too, but CRTs do have some undeniable advantages. CRTs have the best latency of any display, and better motion quality than the vast majority of LCDs. And they don't need to be notably blurry or have visible scanlines, you can use a high resolution PC monitor CRT with an emulator.
>>
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>>2858329
Except we're arguing the exact same thing. Sonic 2 has at least 3 video modes programmed in, am I supposed to switch ratio every single time so that I always get square pixels and inherently the "objective" way it was intended to be seen by the designers and graphic artists?
>>
>>2858387
10 years ago I would have agreed with you on the latency and motion blur. Back then I was still settling for PC CRTs most of the time. But these days decent gaming monitors are really good.

I would never tell someone I think they shouldn't play on a CRT, but at the same time I'll never really understand why they like them. I do have unusually sensitive eyes and better than average vision and I've never liked looking at blurry things.
>>
>>2858392
It's obviously supposed to be 4:3 (which is how it is on the original hardware). Look at the purple balls in the sky.
>>
>>2858392

>"TAILS"

Lose my shit very time.
>>
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>>2858373
>that skeleton
aesthetics
>>
>>2858402
>(which is how it is on the original hardware)

You mean how it is on a 4:3 CRT. You do have a point about the balls in the sky, and the screenshot isn't even corrected to account for NTSC vertical distortion, but it would look like they would be round. I should have made the rings come closer.

Thing is, squares look more diamond shaped on the right side, so which one is truly right? How do you know which shapes' ratio the developers prioritized? This also goes for SNES games.
>>
>>2858414
I didn't say it wasn't ugly. Most of these are super ugly it truth, uglier than the games in most cases. But that's besides the point. Which is that they were drawn in what we would now call pixel art.
>>
>>2858392
I am not that guy.
>>
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>>2858373
>>2858414
>>
>>2858292
>>2858392
that's toughy to figure out was it right.
>>
>>2858373
But what about Super Nintendo? PS1? N64? Do you think the latter looks better when every antialised pixel is sharpened so you can clearly see it?
>>
lol I was ignoring this thread, now I decided to check it and I see it's the 8:7/LCDfag sperging as usual.

Do you ever get a break? or you're here 24/7?
>>
>>2858705
The argument only applies to pixel art.
>>
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>this argument again
>basically comes down to "I like the way this looks and if you don't you're a faggot"

CRT visuals vs not CRT visuals is just personal preference. There is no right or wrong answer.

Though if you don't use a scaler with your HDTV you're a faggot and objectively wrong.
>>
>>2858880
You can sum any discussion related to aesthetics with that, anon. Or of any opinion on works of fiction. That won't stop people from debating about it.
>>
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Not to add more shit to this conversation, but stuff like CPS2 is clearly developed with non-square pixels in mind, taking the wider 1:1 PAR and squishing it down to a 4:3 image.

So the answer is really "it depends on the developer, hardware and games".
>>
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>>2859295
Pic related. Designed with special non-square graph paper.
>>
>>2858257
>shaderfag

Nice job following the conversation

>>2858373
>These were idealized conceptions of what the games could look like at their best.

Right, idealized on paper. Paper is not a CRT.

>I know calendars aren't games, but they are calendars made to represent games

Calendars don't represent games, games represent games. Calendars advertise. It's cheap tat you beg your parents to buy when you're at the store. Advertisers don't give a fuck about the content being source-accurate www.youtube.com/watch?v=FybA0SaL0nI

>The designers were working with pixels, so when artists were hired to do video game art they were asked to make them look pixelated.

Noting that you're using the word "pixel" already assuming it's perfectly square, you seem to be forgetting that developers didn't use LCD monitors for designing the sprites themselves. They looked at the finished image on a CRT, and said "make it look like this". Because paper is not a CRT, they made an artist's interpretation of how it looked (rows of coloured blocks stacked on top of each other).

Let's think back to the label you mentioned. Does Mario actually rotate like that ingame? No? That means it's an artist's rendition. They used the raw data the sprite is comprised of, printed it onto paper (which is not a CRT, in case you forgot), and did whatever they wanted to do with it. Oh, and the raw data would be much higher resolution on paper. So there's that.

>That TVs at the time were incapable of it is beside the point.

No, that's exactly the point. Pixels are abstract, they have no defining shape as not all pixels look the same on every set. So, the representation of sprites was a standardized way of showing the raw information itself, not how it looks when you're playing it. And that's what we're talking about here: how the GAME looked when it was RELEASED. On a CRT.

>I don't understand why people listen to vinyl

Very representative of our conversation.
>>
>>2854032
>>2854052
>>2854071

https://www.youtube.com/watch?v=kILeyo1iv0A

1 minute and 40 seconds into this video, the guy who headed the teams for a couple of Disney games talks about how artists used the CRTs of the day to blend colours.

There, an actual fucking source. He even says that you would need additional software to simulate how they looked back in the day if you're using a modern screen (aka filters or whatever).

This is my first time posting in this thread so I'm not part of the arguments people are having already and I don't want to be.

Also, the first Sonic and maybe the later ones used checkerboard patterns on sprites to create pseudo transparency effects (such as the bushes and waterfalls in Green Hill Zone)
>>
>>2855424
The human eye doesn't work exactly like a camera lens.
>>
>>2855459
What shader is that?
>>
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>>2859656
Actually it's more the film/retina that matters rather than the lens/lens.
>>
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>>2859623
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASSSS ALL THE HATERS GOT SHUT DOWN HARD HAHA. SUCK IT UP BITCHES. FUCK YOUR SHADERLESS PIXEL PERFECT "PURIST" GAMING. YOU EITHER HAVE A CRT OR DO SOME SHADING OR YOU ARE A COMPLETE AUTIST THAT BELONGS ON /G/ AND NOT /VR/
BYEEE.
>>
>>2859623
So one developer intended dithering to be blurred. That was far from universal. Alien Carnage uses the exact same technique without blurring. Chrono Trigger uses the exact same technique to represent sharp detail. Sharp pixels look better, and scanlines+blur is literally adding noise, so there is no reason to destroy image quality with blur just because some developer was too dumb to interpret dithering without it.
>>
>>2860091

Did this really bother you _that_ much? I put it down to "autists gonna aught" after someone posted several screenshots in that thread a week or so ago (the one with literally hundreds of replies worth of argumentative horseshit). It clearly showed a Japanese developer using CRTs on multiple machines as well as for display testing, yet it was promptly ignored. Any retro enthusiast worth their salt knows the devs of the past took what should have been shitty limitations and turned them into unique strengths, CRTs included.

Develop better defenses against the howling idiocy of the world.

>>2860138

You need to be in a case study on rapid cognitive rationalization, because the delusion in your post is simply astounding.
>>
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>>2860138
this still looks ugly and pixelated without a real life CRT. Im gonna emulate this with a crt + scanline shader for it to look superior and not so pixelated.
>>
>>2860153
That guy >>> >>2860138 is a troll don't bother just a ignore. And yes you are right. Develop better defenses against the howling idiocy of the world. Let the trolls troll with themselves until they implode into themselves out of anger.
>>
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>>2859623
Only murricans went crazy with the dithering on Genesis, japs were more conservative about it and their games still looked better.
>>
>>2858404
Well, it is his middle name.
>>
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>>2859656
Where does the human eye come into play in a discussion about screenshots and photographs?
>>
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>>2860168
And now compare it to this thing

Not to mention the blending in the Genesis was pretty awful, rainbow banding all the time.
>>
>>2860154

Really, CRT shaders should be the default, with straight output requiring user intervention (like if they prefer crisp pixels). Some people will actually be unable to make out just what the fuck they're supposed to be seeing without at least an attempt at CRT-like blending. It can make some games unplayable, especially for those who somehow just got into retro gaming (my theory is their visual center in their brain is completely at a loss how to both interpret 2D layers as 3D space and still comprehend the shading correctly).
>>
>>2859623
>the CRTs of the day to blend colours

Is this what he ACTUALLY says? Because if it is then he's an ignorant prick. CRTs had nothing to do with the blending, only the signal.
>>
>>2860154
The only thing wrong with that pic is that somebody used the pixelate shader, which causes inconsistent aliasing. It's better to use integer ratio nearest neighbor (at least 3x) followed by a normal resampling filter.

People supporting blur still have no answer to Alien Carnage or the Chrono Trigger typewriter.
>>
>>2860168
>>2860171
These both have lots of dithering, and they both look great with sharp pixels. Non-retarded humans have no problem interpreting dithering in their own brain, and dithering type effects are a long established art technique. See awesome stippled artwork >>2854253 . Trying to hide these techniques with blur only destroys all the intended detail.
>>
>>2860171
>rainbow banding all the time

That was only an NTSC problem desu.
>>
>>2854783
>never saw those atrocious big dots on my game boy

I certainly did, but then again I have myopia
>>
>>2860218
He's just mad that the way he remembers it is different from how it actually looked. It's the same with everyone who gets all pissy over retro shaders.
>>
>>2860234
But this guy has myopia so he saw the pixels. Did you have myopia as well? Or what is your stand point in terms of eyes? How close were you at the screen? 3 inches?
>>
>>2860195
>People supporting blur still have no answer to Alien Carnage or the Chrono Trigger typewriter.

Please see >>2854106

>VGA was a RGBHV signal which is clear enough not to blend pixels

>SNES's composite encoder just didn't meant to blur screens which were only 256 pixels wide

And neither does the Genesis, which only blurs 320 pixels wide games, aka 40H.
>>
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LCD for pixel art is literal shit regardless of shaders.
>>
>>2855820
>No seriously, if you couldn't see the scan lines it's because your set is a piece of shit.
You are quite literally saying that a TV that provides a clear image is a "piece of shit". What the hell is wrong with you?
>>
>>2860295
this looks neat. i like.
>>
>>2860297
Wrong. TVs were designed for 480i. High quality 480i requires the scanlines to be visible when you ignore the NTSC standard and try to display 240p. Only high resolution computer monitor CRTs displayed progressive scan without obvious scanlines.
>>
>>2860308
but for scanlines to be visible you need 240p games. when you play n64 you don't see any scan lines. only when you go really close.
>claiming without knowing what console was even involved
>>
>>2860308
>High quality 480i requires the scanlines to be visible when you ignore the NTSC standard
>when you ignore the NTSC standard
which is what 480i tvs revolve around.
i kek'd
>>
>>2860308
1. Even full blown 480i signals display scanlines for every odd/even field, that's why it flickers much more.

2. High resolution monitors, featuring much more than 15 KHz horizontal scanning, make for much more updated lines per second, which are always drawn entirely from above to below depending on your vertical amplitude (which you can set independently) so they're only thinner because there are more, and in relation to your monitor's number of inches.

>>2860312
The majority of N64 games are 240p and you do see scan lines (providing you're using a CRT), it's not magic.
>>
>>2860313
Which is why you get ugly scanlines when you violate the spec as all the early consoles did. Visible scanlines were not deliberately added, they're a side effect of violating the spec and showing progressive scan on a CRT designed for interlacing.
>>
>>2860320
>1. Even full blown 480i signals display scanlines for every odd/even field, that's why it flickers much more.
True, but they only show up for 1 field time (about 16ms), so they are not obvious like they are with 240p.
>>
>>2860320
i have an n64 connected to my CRT and i don't see scan lines. Only when I look really close like an autist freak.
>>
>>2860329
That's because you're using a small (or busted) consumer TV or when looking in the wrong place (rounder CRTs tend to have more visible scanlines in the center, since the deformed nature of the display cramps stuff in the angles), and either way there's nothing wrong with not seeing scan lines from a distance. It only makes the signal look a little more focused, that's all. I like when the pic looks tight and put together.

Doesn't help that the N64 not supporting RGB leaves to all kinds of unfocused mess from composite generate more light that it should, effectively covering the blank space between the rasterized lines.
>>
>>2860336
Or alternatively he's using a relatively modern CRT with a built in scaler.
>>
>>2860170
The point is that people are using photographs of CRTs to justify using filters on emulators, but that's not a good reason because how camera film and how the human retina perceive light is different in non-trivial ways.

In other words you shouldn't use photographs of CRTs when developing your shader.
>>
>>2854372
Why wont nintendo allow hdmi/displayport/whateverthefuck out for their handhelds, so that people can capture without having to get jewed superhard for it by chinks?
>>
>>2860397
Because it would attract nerds, and Nintendo doesn't want their platforms associated with nerds.
>>
>>2860198
>and they both look great with sharp pixels.
Nah, the EWJ example looks like shit because of too much abuse of vertical dithering.
Dynamite Headdy actually looks good and detailed, because its dithering is more moderated checkerboard style.
Dithering itself isn't the problem, it's bad dithering.
>>
>>2860439
They could jew it as an extra accessory that costs an extra $100 or something.
>>
>>2859623
CONTRARIANS ARE
B T F O
T
F
O
>>
>>2860445
I didn't take any of my time watching that video, but if he indeed says pseudo transparencies were a byproduct of CRT TVs then he's talking out of his ass.
>>
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>>2860198
>and they both look great with sharp pixels.
You're kidding right?
You literally lose detail by not blurring it.
>>
>>2860456
>lose detail by not blurring
You're only pretending to be retarded, right?
>>
>>2859623
>buy alladin and lion king to beat all summer
Wut? I beat that shit on a rental.
>>
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>>2860456
It really is a pick your poison decision. On one hand it looks like a blurry shit, on the other hand the vertical dithering is just awful.

But as i said, this was mostly a murrican thing, other devs were more moderated with the dithering and therefore there is no need of blur.
>>
>>2860445
You do realize the contrarians are the ones saying it blends. Which is correct.

Contrarian - opposing or rejecting popular opinion.
Popular opinion is that hipster garbage is correct. Actual fact is that it's wrong. Which is in many cases the truth with contrarianism. Please don't treat the word like it's a pejorative, it's not.
>>
>>2860460
can you post that in 1080p integer scaling? You need a crt shader for that to look good at that res.
>>
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>>2857646
>>
>>2860458
What you're experiencing right now is called the Dunning–Kruger effect. It will likely never pass. You don't have my sympathies.
>>
>>2860471
>1080p
I'm not that degenerated to rape my retro games like that.
>>
>>2860473
He is a hopeless case.
>>
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>>2860471
>can you post that in 1080p integer scaling?
No, that is impossible, because 1080 is not a multiple of 224. Here it is in 896p, where it looks very good, just like official Nintendo upscales >>2854031 .

>>2860473
Blurring without increasing bit depth destroys information. That is the literal mathematical definition of losing detail.
>>
>>2860476
so you acknolege that you need shaders for hdtvs to look good. i can play retro games on my psp too and pretend i dont need scan lines since all looks good in 1x 2x integer scaling. obiously we have a myopic here, who plays with a magnifying glass in front of his screen because he doesnt play on a real CRT nor does he make use of his HDTV. honestly you should just play retro games on handhelds instead of teasing your sorry ass eyes like that.
>>
>>2852661
That's not an emulator bug you retard.
>>
>>2860481
dude i said 1080p integer scaling you idiot. thats why i said integer. dou you think i said it for fun? every kid knows that 1080p integer is 960px in case of snes, And in your consoles case it seems to be 896p. But thank you for that integer upscale.

Nevertheless this looks like shit without a proper CRT shader.
>>
>>2860484
It is. It affects every early Konami machine.

>tfw this thread is finally over but nobody replied to some of my averagely informative posts
>>
>>2860489
1080p means 1080 vertical pixels. You can't integer scale to 1080p if 1080 isn't an integer multiple of your original vertical resolution.

>And in your consoles case it seems to be 896p.
You admit it's not 1080p yourself.
>>
>>2860482
Sorry m8, anything forced to that resolution looks like shit with or without filters, what your autistic filters do is just add astigmatism to everything.
>>
>>2860489
>every kid knows that 1080p integer is 960px
I wish hardware manufacturers and software manufacturers knew that. Holy shit the amount of niggers trying to force 1280x1024 as a native 4:3 space is disgusting.
>>
>>2860489
>960px in case of snes

No, it's always 896px, 956 in PAL.
Rest is overscan.
>>
>>2860492
When he said integer scale he means scale to the nearest integer. 240x2x2=960, 960x2=1920 therefore 960 is used and letter and column boxed. 320x2x2=1280, therefore. 1280x960 boxed. Though he could have just said integer scale x4.
>>
>>2860492
If you set your based emulator to 1080p and activate integer scaling it scales to 960p or 896p + black borders
>1080p integer scaling
by the way who the fuck cares. because you should have known what i meant by that. why do people on here have to be so autistic. like is this a thesis?

>>2860504
that's true! sorry. yes, nes was 960. snes is 896 as well!


ps: i always play in 720p integer mode because i hate the 1080p integer borders + i think the little bit of blu in 720p is actually good in all retro consoles, even psx and n64.
>>
>>2860512
I play in integer 3x followed by bilinear, which gives a very minor blur similar to DOS mode 13h on a good CRT, and allows for aspect ratio correction without aliasing.
>>
>>2854052
>Sharp pixels were always intended.
Yeah, they made all those games with technology in mind that wasn't around for 30 more years.
Sure thing
>>
>>2860517
that sound interesting. I'm gonna try that out. Bilinear by the emulator or a shader? or hw bilinear in retroarch? or native gpu upscale? or native display upscale?
>>
>>2854087
>That's an emulator bug
That's called missing CRT filter
>>
>all those kids born in the late 90s trying to talk shit about CRT
WHY ARE YOU EVEN POSTING HERE?
Shoo shoo, go back to /v/
>>
>>2860519
Graph paper is over 30 years old.
EGA monitors are over 30 years old.
You're full of shit.

>>2860523
3x nearest with CPU filter (I don't think it's included in RA, but it's easy to hack together yourself), hardware bilinear.

>>2860524
There's something seriously wrong with your CRT filter if it fucks up the color balance that badly.
>>
>>2860527
>EGA monitors are over 30 years old.
Those games were not designed with EGA monitors in mind but with what the consumer had in their homes.
It's just like how DVD look shit when you look them on a 4K television.
Technology moves on.
>>
>>2860527
>There's something seriously wrong with your CRT filter if it fucks up the color balance that badly.
It's not filters, it's shaders you braindead moron.
>>
>>2860538
A few American devs might have done that. Nobody has presented evidence for Japanese devs doing so, only a lot of evidence that they did not.

>>2860539
A shader is a type of filter.
>>
>>2856189
I refuse to believe that people this retarded actually exist. This guy can't be for real. It must be a troll.
>>
>>2860560
Yes, simulated visible scanlines are technically not noise because they are (usually) fully reversible with no information loss. It's the blurring and halation that's noise.
>>
>>2860542
>A shader is a type of filter.
this is the level of discussion here?
>>
>>2860538
dvds looking like shit on a 4k television? what? what kind of shit tier uhdtv do you got your hands on? dvds look gorgeous on good hdtv and even better good uhdtvs. hd looks better as well, naturally.
>>
>>2860576
DVDs look acceptable if upscaled correctly. See MPV threads in /g/ for discussion of this.
>>
>>2860570
Don't forget about the ludicrous statement that sharp crisp pixels make games look better.
>>
>>2860583
>the mpv shills reaching this far, reaching even /vr/
>>
>>2860585
But that's obviously correct. Nintendo, and pretty much everybody except some weird nostalgiafags, agrees.
>>
>>2860587
How can you be so wrong and so blind? What is wrong with you?
>>
>>2860589
>blind
You're the one with vision problems if you think adding noise improves image quality.
>>
>>2860595
No you're the only one in this thread who is not welcome, if you haven't realized yet.
>>
>>2860602
>>2856332
>>2856335
>>
>>2860171
>10/10 perfect image quality, looks the best it can ever look, just like the devs intended, pixels are great, I was born in 1999

>>2860456
>disgusting, blurry mess. lossy heap of shit, completely ruined, please wash your eyes out with bleach if you like this abomination

If you actually believe this you are far removed from reality and might suffer from some serious mental issues. Also, who cares about with what kind of display in mind, if at all, a game was designed? It doesn't matter, all pixel heavy games look better with slight blur and scanlines, this even goes for low resolution 3D games. Everything with pixels profits from being on a good CRT display.
>>
>>2860612
>blur is good because i only play shitty american games
we get it senpai
>>
>>2860608
>>2856332

Oh wow, why even lie? You are so full of it.
>>
>>2859623
>>2854032 here

I'd like to say thanks for this. That's precisely the kind of evidence I've been asking for. I still think it's clear that Nintendo was going for pixel art, but that there were at least some developers working with CRT blending in the way people have been claiming is very interesting to me.

It also doesn't change that I think even their games look better un-blurred by a CRT, but it's at least what they intended.
>>
>>2860620
Why even lie? Because he's a troll and he even admitted it here >>2855469
>>
>>2860627
Get checked for autism, please.

I worry about you.
>>
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>>2860630
Not the same person
>>
>>2860636
yeah, yeah we heard it all before. no one cares.
>>
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>>2860616
>shitty american games

Thank you, oh wise one. I have truly been enlightened today. All thanks to (You).
>>
>>2852503
There's no textures in 2D sprites you fucking retard
You don't even know what you're talking about
>>
>>2860656
>blur means color balance spikes and increasing contrast

that's not how it works kiddo
>>
>>2859623
>keep watching the video
>guy goes into detail on the art style
>mongoloid journo interrupts him mid sentence
>talks about fucking secret areas

ARRRRGHHY
>>
>>2860694
>kiddo

Go piss up a flagpole.
>>
>>2852607
Yoshi's Island definitely has waaaaaay better graphics than CT's by a long-shot
And I'm not even a fan of the crayon art-style of Yoshi's Island but it's way beyond CT's graphics
>>
>>2853558
>Sorry I don't believe in 3d + CRT
literally retarded
CRT is the ultimate display for any game
>>
>>2854084
That's not scanlines because there is no scanlines in those pictures

Those pics were captured from the game most likely from a 240p optimized CRT which doesn't show scanlines at 240p
>>
>>2860691
look at the post above you and think about what you said.
>>
>>2854139
I don't see how a CRT adds blur
You must be retarded and don't understand how real scanlines work either
>>
>>2860790
Where can I buy one of your magical CRTs with perfect beam collimation and infinite analog bandwidth?
>>
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>>2860732
no, everything with 3D even psx and n64 look better on non crt high or ultra high definition tvs. while pixel art ortiented games look better on crts.

that is a fact, kiss kiss.
>>
>>2860835
Good luck displaying the bottom pic on a real console faggot
>>
>>2860905
Bottom looks best on a real PC and a real HDTV. You should try it, if you have the money for a HDTV or UHDTV.
>>
CRTs are the only TVs suitable for gaming. If you want (tolerably) low latency and low persistence from an LCD you need a PC monitor.
>>
>>2856189
>That's all scanlines are. Meaningless noise.
reported for being a retard
>>
>>2856247
>Nobody made a native 240p CRT
But that's wrong
There were some Apple CRT's with Tubes that were optimized for 240p

Somebody in an older CRT thread posted some image of some NES/SNES Game running on it(there were no visible scanlines in it due to the tube being optimized for 240p)
>>
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>>2861170
>>
>>2861197
So it does have obvious scanlines, No real surprise, because the whole CRT production infrastructure was focused on 480i CRTs. TV was far more popular than early home computers, and most people just used TVs. It's just a black and white TV with a different phosphor and no tuner.
>>
>>2857440
>CRTfagging
SHUT UP SHUT UP SHUT UP YOU FUCKING IDIOT
>>
>>2861210
But note that it's a high persistence phosphor, which makes sense in the case of the Apple II. You get less flicker and don't lose anything because the hardware was too weak for smooth motion anyway.
>>
>>2858392
>actually ever bothering with the special stages in Sonic 2
Why?
>>
>>2860505
But he did you fucking faggot
320 times 4=1280
224 times 4=896

Genesis is 320x224 not 320x240
>>
>>2860835
>that is a fact, kiss kiss.
Except it's not faggot

An HD CRT shits on any LCD
CRT's have way better colors and contrast too
LCD have shitty ass motion blur which CRT's don't
Checkmate newfag
>>
>>2861197
Is that supposed to be a vector monitor or something? I don't get it

Anyways...the guy who posted those pics...there were no scanlines on them
They looked like screenshots from the back of the game box
>>
>>2861373
>LCD have shitty ass motion blur which CRT's don't
Modern PC gaming monitor LCDs can have less motion blur than CRTs. And in the case of emulation you can have that with no latency penalty. LCDs are only a problem if you insist on using original hardware.
>>
>>2861385
>Modern PC gaming monitor LCDs can have less motion blur than CRTs
Nice fallacy statement there but that doesn't tell the whole story about how Lightboost/ULMB works at all

It's all dependent on your FPS/Hertz Rate with Lightboost(unlike in CRT's where no matter the FPS/Hz you always get the same amount of blur)

To put it in perspective
Low Persistence CRT=0.01ms
Medium Persistence CRT=1ms

The latter you can probably surpass if you're gaming at 144fps/144hz
But to reach 0.01ms on an LCD display you need to strobe at 1000fps/1000hz
>>
>>2861402
And those fine distinctions are completely irrelevant when motion quality is bottlenecked by low spatial resolution, as it is in almost all /vr/ games. Very few games feature nothing but integer pixel motion per frame. It's the spatial equivalent of pulldown, and just as destructive to motion quality.
>>
>>2860295
Holy shit, I can't believe how blurry LCDs make retro games look. Kill yourselves.
>>
>>2861339
hi autist!
>>
>>2861373
REC. 2020 HDR OLED MASTER RACE
> SHIT ON ANY CRT
That is also a fact.
>>
>>2861461
>OLED MASTER RACE
Sample-and-hold 60Hz crap
>>
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>>2861373
>CRT's have way better colors and contrast too
>implying
hdr 4k tvs with rec. 2020 oleds have better colors and contrast than any old ass dusty blur buster crt. they also have a wider color gamut than any crt or hdtv could even display. inform yourself before talking shit 40 year old newfag. they can even display more colors than movies in cinema. try that with your hurr durr crt scan line dst collector.
>>
>>2861470
old noob.
>>
>>2861475
>4k
All 60Hz or worse
>>
>>2861475
Again, the person who is shitposting in this thread is a man in his 40s having his mid-life crisis. He cannot afford a modern TV and is speaking entirely in buzzwords and misconceptions. Anyone who has a modern 4k TV knows how superior they are, and that motion blur is only a thing on shit OLEDs.
>>
>>2861484
>they are all 120HZ or interpolated 240HZ
>>
>>2861485
Modern strobed 144Hz TN LCDs have far better motion quality than any 4K display. Considering that spatial resolution is also important for high motion quality, they now exceed any CRT in motion quality assuming your game can run at 144fps.

>>2861489
Bullshit. There's nothing on the market that displays un-interpolated 120Hz at 4K.
>>
>>2861485
He probably is too poor for HDR UHDTV because he bought a nes for $999 and whomp em! for $199 and a CRT for $499
>>
>>2861496
>Bullshit. There's nothing on the market that displays un-interpolated 120Hz at 4K.
>implying
>>
>>2861501
You're lying. Post proof of existence of any commercially available display that can show full non-upscaled 4K at true non-interpolated 120Hz. No such thing exists.
>>
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>>2861510
dude are you stupid or living in a basement? 4k tvs with real 120hz have been around since like 2014. just use google or something there are plenty models. here are a few: http://www.rtings.com/tv/learn/fake-refresh-rates-samsung-clear-motion-rate-vs-sony-motionflow-vs-lg-trumotion

with displayport 1.3 it will also come to monitors in first quarter of 2016.
>>
>>2861531
Seeing as DP 1.3 is the only interface even capable of transmitting 120Hz 4K, you are obviously wrong. Look at the "PC Monitor" section of the reviews. Barely any of them support even 1080p @ 120Hz, let alone 4K @ 120Hz.
>>
>>2861539
gosh please educate yourself. just because television don't have a connector doesn't mean they aren't capable of 120hz. please stop trolling. by the way there are some premium tvs by for example panasonic that also come with displayport. in 2016 there will be also models with displayport 1.3 . Standard TVs have HDMI 2.0 which can do only 120hz in 1080p and 60hz in 4k like displayport 1.2 Why are you so bitter? By the way I'm writing you from my 120hz fhd laptop from 2012 which has a 120hz lcd but only hdmi 1.4 which doesnt support 120hz@fhd. Funny isn't it? Because it's still a 120hz display nevertheless. Did u kno? Most 4k tvs come with the meme feature of 3D which does only work with a 120hz display.
>>
>>2861550
If you can't display a 120fps signal on it then it's not true 120Hz, regardless of how it might work internally. No such display exists that will let you do this at 4K.

>120hz fhd laptop from 2012 which has a 120hz lcd but only hdmi 1.4 which doesnt support 120hz@fhd. Funny isn't it?
No, because it's using some DVI-style LVDS, which has supported 1080p@120Hz for a long time. It really can display the full 120fps at the full resolution, just like the monitor I'm using now. 4K displays can't, and won't until late next year assuming no delays.
>>
>>2861539
*Another thing I like to correct from your sentence: DisplayPort1.3 isn't the only connector that can transmit. Super MHL does 8K HDR @120HZ and will be implemented in future TVs for the next 8K gen but can already be seen at your local tech convention/fair.
>>
>>2861567
Still not commercially available.
>>
>>2861561
You can actually display 4k 120hz content if the tv has a flash drive or is a smart tv as you can stream content from the internet or load a 120hz hevc clip via usb stick onto it.
Nevertheless you can just connect the tv via hdmi to your pc in 1080/120hz mode, because 4K tvs can display 120fos signal because they are true 120Hz.

By the way are you ignoring my arguent? You look a little dumb ignoring this. I repeated it again: Most 4K Tvs have 3D as a feature, which does not work without 120HZ.

I never saw a person so stupid like you,´. My condolences to your parents, boy.
>>
>>2861569
DP1.3 is still not the only inteferface caoable of transmitting 120Hz 4k as it is also not commercially available.
>>
>>2861586
>You can actually display 4k 120hz content if
Completely irrelevant to gaming because of huge latency.

>Nevertheless you can just connect the tv via hdmi to your pc in 1080/120hz mode, because 4K tvs can display 120fos signal because they are true 120Hz.
Did you even read that site you linked? Almost all of them cannot do this.

>>2861590
None of them are commercially available.
>>
>>2861592
>Completely irrelevant to gaming because of huge latency.
Still 120 Hz 4K TVs.

>Did you even read that site you linked? Almost all of them cannot do this.
Most of them are 4K 120hz tvs with hdmi 2,0 they can display 1080p/120hz via hdmi. additionally you also have premium tvs with displayport 1.2 connector

>None of them are commercially available.
Correct.
>>
>>2861602
>Still 120 Hz 4K TVs.
This is /vr/, so obviously I didn't mean displaying lossy compressed video.

>they can display 1080p/120hz via hdmi
Most can't according to the site you linked. And why would I care, when I can get 1440p@144Hz with a PC monitor.

>Correct.
So there is no true 120Hz + true 4K + low latency all at once commercially available display.
>>
>>2861608
>This is /vr/, so obviously I didn't mean displaying lossy compressed video.
You were asking for prove of existence of 4K 120Hz and you got it.

>Most can't according to the site you linked.
They can it's required by the HDMI 2.0 spec.

>So there is no true 120Hz + true 4K + low latency all at once commercially available display.
There are true 120Hz 4K as proven by major corporation with available and tested products. But I don't know about latency. I guess they are not that good when it comes to latency. I would say a CRT is superior when it comes to latency. If you care about latency then I wouldnt game on a non CRT TV anyway, but rather a monitor as you surely know by referencing 144Hz. There are decent 4K 60Hz monitors with low latency, but 4k 120hz will defnitely come in 2016.

But guess what. HDR is also coming. And HDR wiill stay 4K@60Hz. Sadly you can't have everything. Also if you are a fan of 4:4:4 it only works with Displayport 1.3 in 4K@96Hz 10bit.
Okay but honestly I would and I will probably stay with 4k hdr @60hz (10bit/12bit idk?) or hell I'll even stay @1440p for HDR and 120/170/144Hz.
>>
Technically the pixel aspect ratio of the SNES when it displays images on a CRT TV is 8:7. Therefore, the 256x224 image, after it has been stretched, would have a display aspect ratio of 64:49. Despite this, it seems that in SNES games like the Legend of Zelda ALTTP, Kirby Super Star, and Super Mario World, most of the graphics were made with square pixels in mind. Portions like the large image that appears after you complete Gourmet Race and the Triforce in the title screen of ALTTP were made with non-square pixels in mind, though.
>>
>>2861623
>There are true 120Hz 4K as proven by major corporation with available and tested products.
The problem with the concept of 120Hz 4K is that refreshing the screen signal is not the same as updating the screen. LCDs that are rated at 120-144Hz are often closer to 50-60Hz in actual pixel response despite the signal being sent to update the screen the screens themselves do not actually update that fast and thus end up blurry still.
>>
>>2861531
Right, that's so much cheaper and easier to set up.

Dumbass.
>>
>>2862152
/vr/ is actually poorfag and middle-aged central. You can literally hear all the wives yelling at their husbands as they shitpost here.
>>
>>2862313
Funny how you don't argue against the other perfectly legitimate point. So you agree then, it's expensive AND a pain in the ass to configure correctly. Oh, and don't forget it'll never look as good as it does on a CRT.

Sorry not sorry, your setup is inferior. But I bet throwing five grand at it felt justified, right? Not a waste of money at all.

You are delusional as fuck and it's hilarious.
>>
>>2862329
Oh, I'm not here to argue like an autist. I was simply making and observation. Judging by your posting style, it's safe to assume you're the person who has kept this thread going since the start. I don't think I've ever seen a saltier person on 4ch. Keep going.
>>
>>2862346
>I'm not here to argue like an autist
Sure you are. You state an observation, someone challenges that observation, and before you know it, argumentation. We'll just ignore the fact that the thread hit the bump limit meaning you're going out of your way to reply to this thread. Very "non argumentative" of you.

Regardless, considering you're sidestepping because you don't have a counter argument, that tells me that you agree. It's okay, you don't have to admit it if that would damage your precious ego.

Playing retro on a CRT is far cheaper and easier than configuring the right shaders to give an (im)perfect effect of a CRT on a 4K tv. Oh, and there's the issue of picking emulators, but that's not really related so I'll just leave it at that.
>>
I think I found out who the autistic crystal clear pixel troll is.

http://kayin.moe/?p=2598

This certainly sounds like his origin story.
>>
>>2862329
>pain in the ass to configure correctly.
"wife. how do i put a lcd into my computer? better ask my millennial son, he may know how to configure 120hz"
>>
>>2861872
>implying
You obviously never seen a real 120hZ or 144Hz or else you wouldn't talk butthurt shit like that. I tell you 120hZ and 144Hz on a lcd/led or oled is the most beautiful, fluid and real thing you will ever see. It's gorgeous. Unlike the stroby and toxic , eye cancerous, too small in size but still gigantic, energy consuming, atomic waste of a whore that is a 120hz crt which.
>>
>>2862447
I'm impressed at how much you managed to deduce from that post. Your perception is running wild. I wonder how mentally stable you are. Have you been samefagging these arguments from the start? That doesn't seem far-fetched.

You seem to be under the impression that people buy modern TVs solely to play retro games. Why should I drag an old CRT into my modern home theater when I give zero fucks about an authentic look? I'd take a convenient media center over nostalgia any day.
>>
>>2862489
You seem to be forgetting that hooking up the console to the TV is the last step needed, in your case you still need to experiment with shaders and emulators to fit your personal preference; that was the "pain in the ass" I was referring to.

>I don't use shaders!

And as a result it looks worse than the cheaper, simpler CRT/console setup. Oh, and the couple grand spent on the TV and computer could have purchased a PVM and flashcarts.

Cool strawman though. You tried.
>>
>>2862510
>Oh, and the couple grand spent on the TV and computer could have purchased a PVM and flashcarts.
>people buy modern hardware to exclusively play and emulate old games
Anon, you've gone full retard.
>>
>>2862329
>>2862510
You consider 4K is too expensive to be a legitimate argument? And
>too much hassle to set up
>just plugin the console meme
?
In which world or dungeon do you live ? Because as far as I am concerned most people have a HDTV or UHTDV at home.
I wonder which one is more of hassle to set up.
>Download an emulator and a rom. Play.
>Go on Ebay. Buy CRT. Buy some retro console. Buy games.
>wait two weaks.
>need space for things
>throw person x out of your life to create a "crt room" or move to dungeon
>"plug and play" (a limited amount of games and consoles)
>buy all consoles and all games
>spend more money than HDR UHDTV + emulator
>>
>>2862513
Couldn't agree more he's got rabies now.
He's triggered now and soon he will be calling
>retrosogyny
>>
>>2862520
Grandpa's going senile.
>>
>>2862509
You don't have to, if it's convenient for you that's fine, but the notion of LCDs being the ideal way to play retro is ridiculous to me.

It's not about nostalgia, it's about authenticity. If that's all the same to you then there's not much else to say.

>>2862513
Maybe in the narrative you've created for me, but I never said that TV would be used exclusively for retro (it is connected to a computer). Maybe the purchasing process itself is more involved (since you obviously don't already own a CRT), but that's not what I'm talking about. We're talking about the process it takes to go from blank screen to playing retro.

>>2862518
Not only expensive, but improper. I'm not going to go on a crusade or anything, I'm just going to tell you your convenient setup isn't ideal. That's all we've ever been talking about here.
>>
>>2862531
>That's all we've ever been talking about here.
>this is how this old man actually perceives things
much lel
>>
>>2862535
Did you forget that we're talking about ideal display methods for retro? And you call me senile.

Also surprise, I'm 19. Not that you care.
>>
>>2862531
>Maybe in the narrative you've created for me, but I never said that TV would be used exclusively for retro
>Oh, and the couple grand spent on the TV and computer could have purchased a PVM and flashcarts
That's totally not what this is implying in context to the last few posts in this conversation. Keep pussyfooting around this point and twisting it into whatever truth you've deluded yourself into believing.
>>
>>2862531
>IWe're talking about the process it takes to go from blank screen to playing retro.
yeah right, but the flaw in your logic is the delusion since no one nowadays has a CRT. besides its toxic waste. your argument would count in the early 00s.

>I'm just going to tell you your convenient setup isn't ideal. That's all we've ever been talking about here
No one in the world cares. we are not autist. A 4K HDR TV is everything you will need in your life and is better than CRTs. Honey, you sure are going on a crusaide since its 2015.
>>
>brb, just streaming netflix at 4k on my crt
>>
>>2862543
Or, you didn't understand what I meant. Everyone already has an LCD and a PC, a 4K tv is only necessary if you're streaming video on it. Or, in this case, running complex shaders. Put simply, either you already have the setup you want and don't need to upgrade for another decade, or you need to update your hardware ON TOP of the software experimentation. A pain in the ass, basically.

>>2862552
>no one nowadays has a CRT
Uh, did you forget about /crt/ or something? If anything, having enthusiasts keep these TVs out of the landfills is far better than throwing them away.

>No one in the world cares

You* don't care. I already said, if it's convenient for YOU, that's fine. But it's not *authentic*. That's all we're talking about, the fact that using HDTVs to play retro is mediocre at best.

>>2862558
>missing the point this badly

Do you actually think I'm typing this out on a CRT? I bet you would think that.
>>
>>2862570
>4K tv is only necessary if you're streaming video on it
you lost me there, didn't read any further.
>>
>>2862575
Oh sorry, I'll summarize for you since you've clearly lost interest being wrong.

240p is not 4K. Plain and simple.
>>
>>2862582
what has that to do with advantages and benefits of a 4k tv?
nothing. you always twist your words around like a woman wanting something.
>>
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>>2862587
>>
>>2862587
You would have known if you had kept reading.

>Or, in this case, running complex shaders

I've seen tons of people claiming that 4K would allow for more accurate shaders, and while they're not wrong in theory, in practice it's much easier to buy it off ebay if you want the authentic experience.

Enjoy your mediocre gaming, pleb
>>
>>2862582
The argument has branched of several different times, and this is what you've fallen back on whenever you've talked yourself into a corner by making incredibly stupid statements. Please, write me another essay about how we're missing the point and going off-base.
>>
>>2862602
>An observation: I feel snes games really benefit from shaders that emulate the effect of a crt.

So, you're too lazy to follow the conversation, then. Good. Enjoy your mediocrity.
>>
>>2862596
UHDTV is about higher resolution for 4K content. HDR UHD-BD and HDR 4K gaming. The rest is just with the shaders is just some side effect. But nice of you for mentioning it, but it's actually true as the higher resolution allows for more accurate simulation of a CRT display. You can also downscale from 8K for an even more accurate result. But this is just a side effect. The main purpose is of course to play 4K HDR games.
>>
>>2862607
You're not following the conversation. You just change the topic every time you loose an argument in this thread. lmao (weak)
>>
>>2862607
I know you're trolling at this point. Masterfully played.
>>
>>2862612
It doesn't matter because no one is seeing his posts. If he only knew haha
>>
>>2862608
Right. Retro isn't high resolution, though.

>>2862609
Projecting much? My changing the topic is an attempt to portray why someone would choose to use a CRT over an LCD, that's it. This conversation has entirely revolved around retro games not being developed around LCDs, which is why CRTs (and CRT shaders) are what most enthusiasts prefer. The latter are just lazy or emulating with a handheld, and I don't have anything against that beyond lack of authenticity.

>>2862612
Or, get this, I'm wasting my time just as much as you are. Just because you can't wrap your head around what I'm trying to tell you doesn't make it any less valid.

>>2862613
I was the one to mention the thread hit the bump limit, actually. Just getting my last words in, shame you're not bothering to internalize them.
>>
>>2862616
>Retro isn't high resolution, though
It can be. Just look at this beautiful 4k fuckery. >>2860295
>>
>>2862619
>blown up image of low resolution sprites

No, it really can't. Not well, that is. I believe I mentioned that.

>mediocre at best
>>
>>2862616
Seems to me that you're the one who can't wrap your head around the fact that the argument has branched off time and time again, and each time you're corrected or say something you can't further chain into 40 replies, you claim the person you're talking to is a dummy who has missed the point, even though you're the one who turns that point into a different argument to begin with.

Since you love wasting time, go ahead and backtrack through the thread and you'll see exactly what we're talking about. In any case, I don't have time to further participate in your autism at the moment.
>>
>>2862621
Joke's on you, as that's not LCD. Mediocre, indeed.
>>
>>2862625
Sure, why not.

>>2855607
That's my first post. About the superiority of CRTs over LCDs. Because the games were designed around them. So on and so forth.

Care to point out where I was corrected? Because I sure don't see it.

>>2862626
Sneaky. You posted a contradicting statement so I would quickly glance at the photo without a second thought. Good one.

It's still being displayed on my LCD though, so... Technicality? Either way, I was still replying to your notion of retro being high resolution. Which it's not, in case you forgot.
>>
>>2862637
> I was still replying to your notion of retro being high resolution. Which it's not
>2592x1728
it totally is desu senpai
>>
>>2862642
Do you actually think a SNES can natively output HD? You're fucking retarded. Possibly pretending to be, but retarded all the same.
>>
>>2862646
the image isnt lying and consider this: its just a crop, a fraction of the full resolution
20/100 vision much
>>
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>>2862654
Right, the image that was taken from a camera held up to the screen, not the raw output from the snes.

I found a picture of you
>>
>>2862501
>Unlike the stroby
Strobing is required to get good motion quality at low latency from low framerate content. 60fps is low framerate. Even 120fps very clearly benefits from strobing.
>>
>>2862660
that makes it hd tho uhd even
god youre dumb if you cant comprehend this
no wonder youve been shat on throughout this thread
baka desu senpai
>>
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>>2862663
I'm going to keep replying to you, in case you couldn't tell.

No, it doesn't. Consider thinking.
>>
>>2862668
idiot
my emulator outputs 3860x2160
random guy on the internet cant tell me otherwise
emulator was developed by professionals
think you kno better than them think again idiot
>>
>>2862671
>what is integer scaling

Your emulator is not a super nintendo. Try harder.
>>
>>2862674
my computer is literally every console
you obviously dont know what retroarch is
and it outputs 4k for every game
integer scaling is for idiots who cant do stretch to fullscreen god youre dumb
>>
>>2862679
>I don't know what emulation means

Try harder.
>>
>>2862679
If you're outputing 4K from a computer (using commercially available hardware) then strobing unavoidably increases latency. With lower resolutions you can use software BFI which does not increase latency.

And if you're not strobing at all then you're an idiot and all your arguments about quality are invalid (exception: 5th gen games that have terrible motion quality even on a CRT).
>>
>>2862691
>everyone is the same person
anything else youd like to add senpai?
>>
>>2852519
>>2852525
>>2852530
These look exactly the same except that the autistic CRT shader makes the picture darker which is actually uglier.

You're a total retard but I guess that's to be expected from a manchild so attached to the past that he's determined to replicate even the shit parts of his childhood to pretend he doesn't have to move forward.
>>
>>2853448
They both look like shit except raw doesn't have an ugly fucking filter over it that darkens the picture and makes it even worse.
>>
>>2853703
Yea they add something. They add darkness to a picture that didn't need it and it looks worse because of it.

You guys are seriously mentally retarded.
>>
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Hi guys, I'm a game developer and CRT enthusiast and I'm just going to throw in a few opinions.

1. Pixelart is drawn with the expectation that it will be blurred not just by a CRT, but by THE HUMAN BRAIN. That's right! When you don't look directly at dither patterns, a funny thing happens with them. They blend!

2. I play all the games I emulate at the system's native resolution, bit depth, and aspect ratio, on an LCD with 2x nearest-neighbor -> linear filtering...Why? Because I want to see the pixelart work done by the devs. Same reason I use mdr-v6 headphones and not Beats. I don't want to obscure the original work just to make it feel like it's better. Also, any devs with good artistic intentions would notice the fact that 4:3 is stretched and compensate for it. The ones that didn't...well that's just how their games are going to look. A lot of the time it was hardware limitations, so having some things compensated and other things not was just a matter of working with square graphics and collisions.

3. If you don't know at least a decent amount about image filters and signal processing, don't even fucking talk about CRT filters. They don't add "noise" to the image. They don't lose or gain any information, they just alter the way that information is presented. Also, most of them fucking alter the color/gamma of the original image, which automatically makes them look worse on an accurate monitor. Don't change your filter, calibrate your screen!

4. Scanlines are a preference. They are very subtle on consumer screens and much more pronounced on professional screens. You can't even see them from a decent distance, even, so they don't matter that much. Just take a few steps back once in a while.
>>
>>2862501
Well unlike you tftcentral says your wrong. See any of the pictures with pixel response time and see how unclear they are compared to the CRT.
>>
>>2863025
Altering the way the image is presented is also known as noise to the original image. It shouldn't be there and is obscuring the original art.

It's noise and should be eliminated.

>Scanlines are a preference.

And some people like scat. Doesn't mean we should accept their shitty preferences as being normal or ok.

tl;dr Fuck you.
>>
>>2863071
Your points have been refuted over and over.

>preferring scanlines is equivalent to liking scat

Holy shit, you are definitely the most autistic militant pixel purist on /vr/. Good job.
>>
>>2863071
Nah, I'll use crt filters and you can eat shit.
>>
>>2863071
and your posts are noise to my brain because they don't fucking make sense

go shitpost elsewhere
>>
I was born in 1990 and I'm pretty sure I had never even seen (or at least noticed) a scanline in my life before I came to /vr/. What's with the scanline obsession?
>>
>>2853732
Here's a screenshot of this game with the crt-lottes shader on my 1440p display. It doesn't look that bad to me.
>>
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>>2863527
And hylliain fast
Thread posts: 655
Thread images: 120


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