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>> No.9046936 [View]
File: 33 KB, 513x512, Policenauts_PC98.png [View same] [iqdb] [saucenao] [google]
9046936

>>9046291
Again, look at arcade & PC games. A CRT would blend them but not completely as in the way composite would. Pic related. That image I posted earlier was from a real CRT.
Even in modern games dithering is still used. Few people notice or care because most aren't playing games with their eyes glued to the screen, scrutinizing every little detail.

>> No.7194757 [View]
File: 34 KB, 513x512, Policenauts_PC98.png [View same] [iqdb] [saucenao] [google]
7194757

>>7194729
It's way too subjective, the only thing that could be considered objective would be which games took advantage of dithering effects (like the famous sonic waterfalls) or which games anticipated the 4:3 stretch (like chrono trigger)

>> No.1967254 [View]
File: 34 KB, 513x512, Policenauts02.png [View same] [iqdb] [saucenao] [google]
1967254

>> No.1627521 [View]
File: 34 KB, 513x512, Policenauts02.png [View same] [iqdb] [saucenao] [google]
1627521

>> No.1274914 [View]
File: 34 KB, 513x512, Policenauts02.png [View same] [iqdb] [saucenao] [google]
1274914

>>1274912
How did they worked remain the question.

>> No.923230 [View]
File: 34 KB, 513x512, Policenauts02.png [View same] [iqdb] [saucenao] [google]
923230

>>920002
A lot of dithering wasn't designed with the idea of blurring or distorting it together in mind at all. Developers just worked with it to allow higher color count where resolution allowed it.

I think stylized dithering like this looks extremely good.

>> No.819892 [View]
File: 34 KB, 513x512, Policenauts02.png [View same] [iqdb] [saucenao] [google]
819892

>> No.742761 [View]
File: 34 KB, 513x512, Policenauts.png [View same] [iqdb] [saucenao] [google]
742761

policenauts

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