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/vr/ - Retro Games

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>> No.919961 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
919961

>>919930
>>919941
Mode 13h was the most popular VGA mode for games. It was not displayed at native resolution, it was line doubled, which made the scanlines almost invisible and the pixels clear and obvious.

However, mode 13h games used the exact same art techniques as console games, including dithered fake transparency. This image is a reasonably accurate representation of how it looked on original hardware.

>> No.836185 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
836185

Filtering is completely unnecessary even for games with heavy dithering. Here's a screenshot from a VGA DOS game. VGA low resolution modes were always line doubled and displayed on high resolution (by the standards of the time) CRTs. Scan lines were very subtle if visible at all (two scanlines per pixel), and blur was low. This image is scaled and blurred to give a reasonably accurate representation of how it actually looked.

Everybody who grew up with VGA DOS games will have no problem interpreting dithering without filters.

>> No.763519 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
763519

>>763152
Here's a VGA DOS game, scaled and blurred to look how it did on the original hardware, using the exact same dithered fake transparency as Genesis games. This proves that dithering isn't definitely supposed to be blurred, and RGB is in fact the best.

>> No.745873 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
745873

>>743525
Games really did look like that back then. Here's a DOS game that was displayed line doubled to 400p so it had clear pixels, using the exact same art techniques (eg. dithered fake transparency) as a console game.

>> No.723212 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
723212

>>723174
You got visible scanlines on all but the very shittiest CRTs because of the repeated field polarity hack used to display 240p on a 480i display.

However, VGA DOS games used the same art tools and style and they were intended for 480p displays, so they used line doubling instead of scanlines. Pic is from Alien Carnage (1998), scaled to correct aspect ratio and blurred to look like it did on CRTs of its time. Note that there are no scanlines, the individual pixels are clear, and there is dithered fake transparency just like in a Genesis game. This proves that scanlines and composite video blur are not required.

>> No.715258 [View]
File: 729 KB, 800x600, alien-carnage.png [View same] [iqdb] [saucenao] [google]
715258

>>715221
Here's a screenshot of Alien Carnage (DOS VGA, 1998), resized to correct aspect ratio and blurred to look how it did on real CRTs of the day. Note the dithered fake transparency just like you get in Genesis games, but it's sharp enough that you can clearly see the individual pixels and that's how it was intended to be displayed. This was common in VGA DOS games.

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