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/vr/ - Retro Games

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>> No.10838893 [View]
File: 167 KB, 825x367, 1683831647671.png [View same] [iqdb] [saucenao] [google]
10838893

>>10836857
Nice cope.

>> No.9964270 [View]
File: 167 KB, 825x367, CastlevaniaShadComp.png [View same] [iqdb] [saucenao] [google]
9964270

>>9963846
>crt vs shader vs no shader preferences and
It's impossible to see a CRT image through a LCD to compare though. The only way to make a fair comparison is by siding a real CRT to a CRT shader to see with your own eyes. This is why every CRT shader fail. Only people who forgot how CRTs really were would use these shaders as replacement.

>> No.9895776 [View]
File: 167 KB, 825x367, CastlevaniaShadComp.png [View same] [iqdb] [saucenao] [google]
9895776

>>9891386
>what the heck let's go full sharp.
Shaderfags don't care about sharpness they only care about CRT pretending. They prefer greying out all the pixels in their games with shader scan lines that look like a net covering a picture instead of a real CRT, only to try to imitate their long forgotten CRTs that they had at their childhood. They say this is all about the developers intention, but developers made and tested their games in modern CRT with very sharp screens that didn't have greyed out pixels or any visible scan lines, unless when being very very close to the screen. These modern CRTs are impossible to imitate even through the best shaders. Neither of these shaderfags that use CRT shaders actually remember these CRTs to know how different from the real thing their shaders are. So they just cope with these greyed out 4K CRT shaders and ignore how CRT's really were before. And the pic I'm posting here taken from a real CRT still wouldn't be close to the real thing and wouldn't have all those scanlines noticeable once you were actually experiencing it.

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