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Which retro games can be scaled up to 4k and still look decent?

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Thread replies: 97
Thread images: 34

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Which retro games can be scaled up to 4k and still look decent?
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Fester's Quest.
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I think they look the same as in 1080p but filters might look better in 4k.
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Only ones that run at a resolution divisible into 3840x2160. CRT shaders generally look more realistic at 4k though.
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but... why?
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Can't you run some 2D and 3D Windows games in arbitrary resolutions?
I guess 2D games (originally designed for resolutions between 640x480 and 1280x1024) would become tiny which might turn out a problem on its own.
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>>4192246
I guess that's why OP is talking upscaling them, not letting them natively on a high resolution.
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>>4193707
Why shouldn't they look decent then? For nearest neighbor it doesn't matter if you scale by 4, 8, 16, 32 or whatever integer.
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>>4193726
I dont think gfx cards will scale with neighest neighbor
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>What games using anything but a 16:9 aspect ratio look good at 16:9
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>>4192153
>4Gay
Stick to CRT's. Playing a retro game on a 4K TV is unnatural.
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Why doesn't anyone post a pic of a 3D game in 4K?
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>>4193867
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>>4193881
That looks like steaming shite
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4k framemeister when?
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>>4193881
Do you also have on that isn't from an emulator?
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>>4193970
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>>4193982
No, I mean do you also have a pic of a game like Soul Reaver or Deus Ex?
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>>4193982
That looks even worse.

Why do you people even bother with high-res flat panels? They simply don't work for retro games, get over it.
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Some stylized ones, like Megaman Legends and Dr Slump.
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Pong
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>>4192153
Anything with sprites.
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>>4194081
Because your opinion isn't universal?
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>>4194246
I want to play Guardian Heroes so badly, but my Saturn doesn't work. Every time I see it, it just looks like the coolest game. I wish it had come out for playstation or something as well.
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>>4194262
There's a decent port on XBLA and PS3. Well worth it.
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>>4194281
Unfortunately I don't have any not-retro consoles other than a PS2.
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>>4194246
Is that, that monsters Buttholes?
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>Those people who play games and remove the pixels
Fucking why?!
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>>4194309
Alas. Well if you ever move on there's boatloads more games waiting for you. Till then, keep your fingers crossed. If you get a copy, make sure to play it with friends. It's fun solo but awesome as a party game.

>>4194324
Yup! Gotta love Treasure.
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>>4194353
>If you get a copy, make sure to play it with friends. It's fun solo but awesome as a party game.
Awesome, just what I was hoping for. I wonder if you can play with more than two players on the port versions?
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>>4194262
You can always emulate. It works fine on Mednafen.
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>>4194409
But presumably only on a reasonably powerful PC, right? I've never been able to get a Saturn game running nicely in an emulator for a console I own or a raspberry pi.
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>>4192153
Like a beautiful painting.
>>
This thread is kind of terrible, but the premise does raise an interesting question:
Are screen resolutions getting high enough for attractive and realistic looking CRT filters to work? If you have a factor of 10 or 20 times as much resolution to work with than the original game resolution, you are reaching the point where you can actually simulate the look of a CRT aperture grille or shadow mask up close.

Scanlines are a cheap filter that made sense for resolution doubling, but taking 8- and 16-bit games and putting them on huge 4K monitors should involve something better than that.

Of course all the problems with lag etc. would still be present, but I wonder if we're at the point now where this stuff can at least look good.
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>>4194594
>If you have a factor of 10 or 20 times as much resolution to work with than the original game resolution, you are reaching the point where you can actually simulate the look of a CRT aperture grille or shadow mask up close.
We're nowhere near that point yet. Maybe when 16K is a thing it will be passable.
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>>4194608
Aren't we? 4K is 3840×2160 (or 2880×2160 when matted to 4:3 AR). SNES native resolution is 256×224. So 4K gives us approximately a factor of 10 times as many pixels in both the x and y dimensions (approx 100 times as many pixels over all).

In other words, every pixel from the game would translate to a rectangle of about 10×10 pixels on the screen. Maybe that's not yet enough to simulate the appearance of a pixel on a CRT, but it must be getting close. How much more do you need to simulate a single pixel? 20×20? 40×40 (which is approximately what 16K would get you)?
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>>4194441
It's not terribly demanding. I've got it running on a 6-year-old laptop that wasn't powerful when it came out. The 3D games need a bit more juice but Guardian Heroes should work fine on weaker hardware.
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>>4194390
>I wonder if you can play with more than two players on the port versions?

Not him but I think it's like Saturn. Story mode is 2 players, arena has more.
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>>4194624
At least 40x40 I would say. Consider the dot (or stripe) pitch simulation aspect alone - take a look at the close-up Keio image I posted above and count the subdivisions, you'll need double this number for starters. Then there's the line height variation - notice how light pixels appear taller than dark ones? - this again needs extra resolution to appear convincing. Bloom and internal reflection within the glass? Yet more resolution.

Then there's the question of colour depth. CRTs generate many more shades than they are fed by virtue of these blooming and internal reflection artefacts. I'd estimate we would need at the very least 16 bits PER CHANNEL (48 total) to at least get in the same ball park, probably 32 to make it reasonably convincing.

All in all not only do you need massive display resolution and colour depth but by extension a literal supercomputer (using today's or the near future's technology) to generate the image. This is of course why even the most sophisticated shaders invariably look nothing like the displays they seek to mimic. Not necessarily "bad" as that is a subjective metric but objectively inaccurate. This will continue to be the case for some time unless there is a quantum leap in the supporting technologies.
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>>4192153
Resident Evil
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>>4193982
*barfs*
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>>4192153
Descent Rebirth?
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>>4194783
>>4194789
>>4194793
These are just scaled up screenshots. Zooming in on an image doesn't actually increase the resolution, i.e. the level of detail in these images is unchanged, about a hundred times less than 4K.
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>>4194806
They look great though.
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retro here means pre-2000 that means Directx 8 and below so 2048x1536 is maximum most of the time.
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>>4194806
You're saying you don't want giant pixels?
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>>4195093
I'm saying that this image looks exactly the same on a 4K monitor as it looks on a 720p monitor.
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>>4195154
Pixels can't gain more detail from resolution increases
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>>4193836
This. What the fuck
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>>4195435
Right, which is why pixel art games aren't very suited for this thread, unless we're talking about using the extra resolution to do CRT-imitating effects.
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>>4195596
Thread just asks which games can be scaled that large and still look good. He's giving examples. That it also looks good at 720p is beside the point.
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>>4195703
>05_8k
What game?
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>>4195706
Thanks.
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>>4194549
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>>4194806
No retro game that isn't 3D increases the resolution, there's nothing to increase.

>>4194783
Here's your giant pixels.
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>>4198124
thanks but it's stretched.
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>>4199923
For you
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>>4200738
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>>4194262
I own it too. It's mediocre. Emulate it.
>>4194441
>raspberry pi.
I'm not surprised
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Why don't you fags post 3D games?!
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>>4202746
This is why I recommend everyone have an emulator set up. Even if you collect, maybe especially if you collect. Guardian Heroes is one of my favorite games of the 32 bit era, it's one of the ones we still do replays of with certain friends. But that doesn't mean everyone will like it as much and I'd hate to see someone plop down money on a rare game like that only to discover they don't like it as much.
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>>4202753
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>>4202753
with big ass screenshots
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>>4203387
>>4203392
Now THIS looks good
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>>4202753
>>4203393
with PGXP
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with BIG ASS MEGA MAN
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This was before PGXP.
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I got your 4k right here bastard.
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>>4203404
>>4203409
I would buy a MM Legends Collection for current gen.
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>>4204186
for who
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>>4193836
shitloads of retro games for PC can be played in 16:9
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>>4192153
The PC-Port of REZ (that came out just recently 16 years after the games release) can be run with a 16K Resolution btw. But I guess this is the rare case of a retro game actually looking better (despite the HUD) in HD.
https://www.youtube.com/watch?v=9XhoqJdq1Mc
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>>4193836
>4K only means 16:9.
Haha. Wow. :)
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>>4205172
For you.
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>>4193917
OSSC
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Damn near any 3D game can be run at virtually any resolution unless there's some arbitrary constraint made by the developers or some issues with aspect ratio. Even those can often be corrected by .ini tweaks or fan made mods and patches.

Only issue is that a lot of times HUD/UI don't scale so text and other elements become very small.
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I'd imagine Shenmue, Soul Calibur, and many more DC games would look great in 4K.
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>>4205636
Even Crash Bandicoot 2.
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>>4205974
For you.
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>>4207214
FOR ME?
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>>4203409
Ahem.
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>>4209143
BIG ASS ROLL
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dont die
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>>4205536
That's 1200p at best, anon
Thread posts: 97
Thread images: 34


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