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/vr/ - Retro Games

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>> No.4739201 [View]
File: 34 KB, 640x400, emerald_dragon_ingame.gif [View same] [iqdb] [saucenao] [google]
4739201

>>4739182
Not him but
>Do you believe that the obviously visible dithering and jagged pixel edges are desirable?
Visible dithering has alway been a thing on the platforms where it was used the most. It doesn't stop them from doing their job 'cause it doesn't matter if they're visible unless you're basically putting your head on the screen's glass. PC-88 and PC-98 games were mean't to be played on NEC monitors, which where either RGB with a pretty high dotpitch or monochrome. Going back to the megadrive, while some artists claim they have "optimized" their graphics for composite video (only the lion king's ones did claim that), you can quickly find out that the very same techniques they used were also used in games for RGB-only platforms (those vertical dithering patterns can be found on the PC-88 version of silpheed).

>> No.3720821 [View]
File: 34 KB, 640x400, emerald_dragon_ingame.gif [View same] [iqdb] [saucenao] [google]
3720821

>>3720771
RGB is pretty kinda sharp on PC-88, PC-98 or even early Amiga monitors (these Commodore 1070 monitors), these have a nice dot-pitch, yet developpers still used dithering on them. Like kya said earlier in this thread, dithering still work on RGB stuff not because of color interpolation due to bandwidth limitation like it does on composite but because of spatial aliasing. Even if you still see the dithering patterns, it's still working as it's supposed to work.
>expensive scart meme tax cables
They're not expensive when you know where to buy them (not in china to begin with).
>I'm not saying it isn't ok to use it just isn't the way the developers envisioned it.
Appart from those American developpers who claimed that they optimized their games for composite (though all they did was use techniques already used in computer games -- those who say that computer games never use vertical dithering never played to games like Silpheed or Zeliard on PC), I don't think devs ever cared which video output the end user would use, especially when they knew there would be some people who could play them on RGB displays (in Japan more likely than in the US, seeing that there were official RGB cables, RGB accessories and RGB-capable video monitors accessible to consumers as well as high-end TVs) when the console allowed it. If the console manufacturers left you the possibility to use RGB, then there's no reason to restrain yourself because of some kind of developper's wish that his games would be best viewed in composite. Saying that you're using composite because the developpers wanted you to play this way when the console also allow you to play in RGB is just delusional, just admit that you just prefer to play with an inferior video signal because of nostalgia/your preference for a blurrier picture/whatever reasons.

>> No.3509801 [View]
File: 34 KB, 640x400, emerald_dragon_ingame.gif [View same] [iqdb] [saucenao] [google]
3509801

>>3509693
>Composite is objectively the best way to display Megadrive games, since no other system relies so much on dithering effects.
The PC-88 did, and it only had RGB output (until the very late models). The "dithering is required to be blurred out to work" is a meme that needs to die.
>>3509749
My megadrive came with the official RGB SCART cable that was also sold along with the Master System back then. Not everyone used RGB like >>3509753 pretend, but Sega did design the console with RGB. Some American devs did say that they designed their games with composite in mind, but that doesn't mean the dithering effects won't work in RGB when other platforms relied heavily on this technique and only had RGB output.

>> No.3216889 [View]
File: 34 KB, 640x400, emerald_dragon_ingame.gif [View same] [iqdb] [saucenao] [google]
3216889

Thhttps://www.youtube.com/watch?v=1dj9D7AUT2g
The intro of the PC-8801mkIISR version of Emerald Dragon.

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