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/vr/ - Retro Games

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>> No.1365586 [View]
File: 1.48 MB, 2560x1920, Goonie.jpg [View same] [iqdb] [saucenao] [google]
1365586

scanlions?

>> No.1182489 [View]
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1182489

>>1182416
That's why tri-dot monitors have no place being used to display retro console games.

CRT_Geom looks pretty close but no matter what you do, on close inspection tri-dot looks different from shadow mask & aperture grille.

>> No.999959 [View]
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999959

>>999809
I'd prefer not to emulate.

>> No.878228 [View]
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878228

>>877795
This

>> No.838147 [View]
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838147

>>838050
Third, on the subject of CRTs and scanlines. All non-dotpitch CRTs have scanlines, regardless of how visible they are. When playing vr games you would have to look pretty hard to find a TV shitty enough for the scanlines to be completely bled away but even then the scanlines serve as optical anti-aliasing. When viewed from the proper distance, the human eye naturally blends the jagged edges of the pixels. Consider the difference between this thumbnail (similar to normal viewing distance), full screen size (similar to close examination) and full-size, revealing the actual phosphorescence at work.

Even if you can't grasp this, and you've never seen the motion artifacts LCDs suffer at high speeds, and you don't play twitch games like Punch Out that make the delay impossible to ignore you still must be able to realize that when you play retro games on emulators with no filters whatsoever you are getting colors twice as bright as they were designed to be.

>>838068
The Playchoice isn't mine, I just provided the screen shot to illustrate the reason a Playchoice's PPU has a different palette from the NES and why it certainly looks very different from the emulated Playchoice palette in real life applications.

>> No.792946 [View]
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792946

>>792918
No I don't think we're talking about that.

>> No.767227 [View]
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767227

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