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/vr/ - Retro Games

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>> No.9816993 [View]
File: 6 KB, 640x480, Safe_area.png [View same] [iqdb] [saucenao] [google]
9816993

>>9816178
> I'm aware it's not great for CRT
just move it down 8 pixels

>> No.9664130 [View]
File: 6 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
9664130

If only you knew how bad things really are

>> No.8914621 [View]
File: 7 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
8914621

I'm sure you've already seen this but for posterity.

>> No.8569780 [View]
File: 7 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
8569780

>>8562412
Even for NES, 5x is a good idea. Lots of useless stuff drawn in those outer areas, and a good number of games have awful pop-in

>> No.7955346 [View]
File: 7 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
7955346

Reminder that a tasteful amount of overscan will bring out the beauty in your console-based /vr/ games. It makes the sprites just a little bigger and eliminates boring excess black space or ground around the edges of the screen.

>> No.7902754 [View]
File: 7 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
7902754

>>7902415

>> No.6127275 [View]
File: 7 KB, 640x480, Safe_areas.png [View same] [iqdb] [saucenao] [google]
6127275

>>6127270
yes, and on a tv the visible area is below overscan. or at it should be if the developers or w/e knew what the fuck they were doing.

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