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>perfect-pixel mode >allows players to see the game in

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Thread replies: 54
Thread images: 15

File: Screenshot_2016-09-25-01-59-08.png (124KB, 540x960px) Image search: [Google]
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>perfect-pixel mode
>allows players to see the game in their original TV resolution and aspect resolution
[[[triggered!]]]
>>
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>TechnoBuffalo
>>
>>3521768
Well most SNES games we're meant for 4:3 anyway. Take Super Metroid and Yoshi's Island for example.
>>
>>3521782
All games were 4:3 there is no in between.
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>>3521783
Your TV was 4:3. The games were not.
>>
You can calibrate your CRT to your own liking, this "pixel perfect" thing is only relevant to emulators.
We've discussed this before.
>>
>>3521789
>>3521795
>>3521798
8:7 is not the correct aspect ratio for super nintendo games. And pixel pefect mode being the original TV ratio is a god damn lie! But underage 3dsfags will buy into it. I couldn't care less.
>>
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>>3521803
Okay, faggot.
>>
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>>3521803
Okay.
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>>3521808

Neither look right. On my CRT it looks like in-between these two. Left looks too thin and right looks a bit wide.
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>>3521808
>>3521814
Okay, person of color.
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>>3521803
Faggot.

>>3521815
You're an idiot.
>>
>>3521818

>You're an idiot

How so? Also, stop samefagging, 3 unique IPs.
>>
>>3521821
>How so?
Look at the image.

>samefagging
I'm not pretending to be multiple people.
>>
Look up the SNES resolution you faggots. It's 256x224, not 320x240 (meaning it's not 4:3 for you gaijin).
>>
>>3521789
The games were absolutely 4:3. How the hell can you say they're not? That's the resolution that was output to the TV.

The only reason you think they aren't 4:3 is because you've developed the delusion that pixels have to be perfectly square. Guess what? That's not true in any sense. Pixels can be any length or width. Hell, LED signs use round pixels.

They are 4:3, internally and externally. Now stop being stupid.
>>
>>3521829
No, they were 8:7. The console outputted them at 4:3 at 240p.

>Hell, LED signs use round pixels.
LMAO. Show me a computer monitor that does this you absolute moron.
>>
>>3521835
>No, they were 8:7. The console outputted them at 4:3 at 240p.
You absolute faggot. You ignored everything I said. Pixels don't have to be squares.

>LMAO. Show me a computer monitor that does this you absolute moron.
What the fuck? You think an "LED sign" is the same thing as a computer monitor? Are you just pretending to be stupid at this point? Because I believe you.
>>
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OP is probably using one of these.

Get a better TV, pham.
>>
>>3521843
>Pixels don't have to be squares.
These sprites were drawn on graph paper- they're squares at their very core.

>You think an "LED sign" is the same thing as a computer monitor?
Do we use LED signs to consume media?
>>
>>3521847
How the developers intended.
>>
This is literally the most autistic discussion I've ever seen occur between two or more people. How could you seriously be a video game or any other technology enthusiast if you think pixels are fucking circular.
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>>3521862
>These sprites were drawn on graph paper- they're squares at their very core.
Wrong. Many developers used a special graph paper to account for the different pixel size.

>Do we use LED signs to consume media?
No. No we don't. How did your brain even come up with this question?
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>>3521890
Yeah, sure... "many". Nintendo not included.

>How did your brain even come up with this question?
I'm trying to comprehend your stupidity, la'. Boy do I hope you're pretty, because you're dumb as a rock.
>>
>>3521890
Most developers did not use special graph paper, you can't just pick a handful of people and conclude that it was the standard.
>>
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>>3521895
>Yeah, sure... "many". Nintendo not included.
You're correct in that in the SMB1 days they used standard graph paper, but soon after that they started actually accounting for the different pixel size. Look it up.

>I'm trying to comprehend your stupidity, la'. Boy do I hope you're pretty, because you're dumb as a rock.
Let's break this down.

I said LED signs, like pic related, used round pixels. You somehow decided pic related was a computer monitor. And you have the audacity to call me dumb?
>>
reminder that special olympics is for retards
>>
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Can't you guys just ask an artist for old console games whether they compensated for the TV's aspect ratio or not?

Maybe this guy: http://videospelsklubben.se/interview-with-ste-pickford-2014/
>>
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>>3521808
>>3521814
>>3521818
Some games were made with this in mind and thus while yes, 8:7, only display correctly on a 4:3 screen.
>>
>>3521808
>>3521814
>>3521818
>how to trigger /vr/ faggots
>>
>>3521931
Because there's no need. Some compensated, some did. But all games were intended to be displayed on a 4:3 consumer TV. End of story.
>>
>>3522087
NO! NO! NO! NO! NO! NO! NOOOOO!
>>
>>3521884
I agree, I think all of you participating in these arguments is fucking autistic. However, not because you are all nitpicking over aspect ratio and display, but because none of you considered the reality that some developers just didn't feel like drawing graphics with consideration to the weird resolutions. For example, some asshole artists will draw a perfect circle on Playstation's 512x240. There's no use in arguing over the inconsistency whether it's intended or not. It's just an oversight. If you are playing with pixels, do pixel perfect. If you are playing with tube light rays, make it fit to your TV.
>>
This is super weird to me.

Super Metroid
>>3521808
looks better on the left and stretched on the right
Mario World
>>3521814
looks better on the right and smooshed on the left
>>
>>3522248
>If you are playing with pixels, do pixel perfect. If you are playing with tube light rays, make it fit to your TV.
that's the most stupid and generic sentence i've ever read.
it's 2016, with advanced crt shaders you don't have to worry about irrelevant stuff like pixels anymore.
>>
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>>3521768
>I don't like other people displaying their games differently from me
>please join me in being upset about this!
>>
>>3522057
>only display correctly on a 4:3 screen.
NONO, only display correctly on a screen with RECTANGULAR pixels

so no 3ds, LEWD/LCD monerd monirots will work
>>
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>>3522808
They're doing it wrong and they are wrong for doing it
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>>3521789
>Your TV was 4:3
You really think engineers and game designers didn't realise this, and purposely made the games the wrong aspect ratio. Gotcha.
>>3521862
Developers knew that the pixels would be stretched and took this into account when making the games. They're meant to be 4:3.
>>
>>3523428
0/10

also that looks disgusting
>>
>>3521904
I can see where both of you failed:

you mentioned LED signs out of nowhere and the other guy thought you were talking about consuming media on them, you both fail at communication
>>
>>3522380
Both lefts look better to me.
>>
>>3522057
>>3523419
Spoonfeed me. Is there a list of games they look more correctly "round" in 8:7 aspect? And which emulators and filter allow for a 8:7 aspect ratio? Most emulator only seem to be able to do 4:3, or set a fixed resolution in windowed mode.
>>
>>3523680
>and took this into account when making the games
Most didn't.
>>
>>3527029
8:7 works best with nearest.cgp
>>
File: 8-7 PAR.png (97KB, 1172x960px) Image search: [Google]
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We've been over this already. 8:7 and 4:3 Display Aspect Ratios are both wrong for SNES. NTSC NES and SNES outputs with an 8:7 Pixel Aspect Ratio (1.14:1) on a 4:3 CRT due to how overscan works.

http://wiki.nesdev.com/w/index.php/Overscan
https://pineight.com/mw/index.php?title=Dot_clock_rates
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>>3521818
Real hardware did neither 7:6 PAR or 1:1 PAR, it was 8:7 PAR. Emulators have been getting it wrong for years.
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>>3527804
>>3527809
this is wrong. the nes and the snes don't have the same pixel rate by the scanline length.
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>>3527804
Okay but there is something messy about this:
The NES has an aspect ratio of 16:15 (256x240) and becomes 8:5 on a CRT (274 x240)
THE SNES has an aspect ratio of 8:7 (256x224) but the console outputs black bars to fit (256x240)
So the question would be.... is the console borders taken into consideration? or not?
Because this list also states a ps1 320px and 640px mode but the ps actually outputs 350px and 700px with console borders.
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>>3527029
>in 8:7 aspect
no, u dont get it,

remember how ur computer CRT would let would adjust width and height, while windows98 was outputing the same 800x600 and would could see each lil pixel as the CRT image changed aspect ratio?

ur old TV was 4:3 but the pixels being shown were rectangular,

your console was not sending 400x300 pixels, but actually 400:340 +- something (those are not the real numbers, its just to facilitate description)

so your TV was showing rectangular pixels, LCD displays cant do that, there is no filter

im not an expert or retro cataloger to give you examples, i just emulate my 4-5th gen games in my SQUARE PHYSICAL PIXELS computer lcd display and notice how some games that have circles show them as elipses, i dont recall noticing this shit as a kid, but since some games on emulation show 'circular circles' (kek) that means they must have shown as elipses when on old TVs.
>>
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>>3527804
you must be wrong because this moon looks squished in 1.14:1
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>>3529710
Chrono Trigger was designed with 4:3 in mind.
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>>3529731
why would they design a game for snes in 4:3 when you claim the snes outputs 1.14:1 instead of 4:3 on a crt? doesnt make any sense
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>>3521768
What exactly has you triggered here?

>>3521835
No, they were EM signals. They had no aspect ratio until they were drawn on the screen. Maybe you could argue that the signal was designed to be displayed at a certain aspect ratio at which point that's 4:3. 8:7 is an emubaby meme and never existed.
Thread posts: 54
Thread images: 15


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