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/vr/ - Retro Games

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>> No.1231745 [View]
File: 1.36 MB, 1600x1200, shadowmask.jpg [View same] [iqdb] [saucenao] [google]
1231745

>>1231723
Not him but he probably means playing on a CRT TV with composite output (RGB if you're serious) and blasting sound with maximum (obviously) soundchip, amp and DAC accuracy (with low pass filters, 48k+ frequencies and all that). So you can actually enjoy how the games were made to be played and how people did back then. Today there are emulators with a focus on accuracy so this is easier to achieve, but anything past the 4th gen is still under heavy work. Not to mention CRT shaders are still stuck on the aperture grille which was not what everybody played consoles on. Shadowmasks with the square beehive pattern need high resolutions in order to be replicated and we can't do that as of now, not even with 4k I think.

And yes, CRT shaders are essential since the monitors resized every fed video signal to have a square aspect, which is what the game was intended to look, with no non-integer scaling artifacts.

>> No.529637 [View]
File: 1.36 MB, 1600x1200, shadowmask.jpg [View same] [iqdb] [saucenao] [google]
529637

>>528796
Whoa, I had that CRT once. The one day it miserably died beyond repair (as said by an expert) was when I switched to LCD, a little bit on the sad side.

Anyway, does some one rock some good old shadowmask in here? I don't get the PVM elitism around, wanting some big ass scanlines only because it does look kind of sharp on composite and RF, but then again you shouldn't be using those connections unless you're forced to. Shadowmasks have little to no noticeable scanlines and you actually notice some kind of vertical grid creating a nice proto-antialiasing effect, without even messing with the source quality and detail.

>> No.500243 [DELETED]  [View]
File: 1.36 MB, 1600x1200, shadowmask.jpg [View same] [iqdb] [saucenao] [google]
500243

>>500201
Trinitron ≠ Shadowmask

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