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/vr/ - Retro Games

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>> No.10447791 [View]
File: 302 KB, 1160x684, 1446482593919.jpg [View same] [iqdb] [saucenao] [google]
10447791

>>10447728

>> No.6045368 [View]
File: 302 KB, 1160x684, alising.jpg [View same] [iqdb] [saucenao] [google]
6045368

Are there any shaders that give this hard alising effect? I know ntsc comes close but it's weaker.

>> No.5238074 [View]
File: 302 KB, 1160x684, 1509820967481.jpg [View same] [iqdb] [saucenao] [google]
5238074

>>5238071
>p-pixels are supposed to have lines through them!
based and nostalgiapilled

>> No.4392002 [View]
File: 302 KB, 1160x684, 1446482593919.jpg [View same] [iqdb] [saucenao] [google]
4392002

>>4391994
>Pixels are not supposed to appear blocky

>> No.4374960 [View]
File: 302 KB, 1160x684, 1446482593919.jpg [View same] [iqdb] [saucenao] [google]
4374960

What's the point of PVMs when LCDs already give you the sharpest possible image?
Want scanlines? just emulate them, they are just blacklines between sprites, you can even adjust the transparency if you are autistic enough

The way the developers intended was either composite or RF. A blurry mess that helped smooth things up, dithering and even colors , nothing like your meme display

>> No.4263324 [View]
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4263324

>> No.4173886 [View]
File: 302 KB, 1160x684, 1446482593919.jpg [View same] [iqdb] [saucenao] [google]
4173886

CRT's are not necessary for an authentic experience.

>> No.3074664 [View]
File: 302 KB, 1160x684, 1450103871904.jpg [View same] [iqdb] [saucenao] [google]
3074664

>>3074657
>Don't bother debating the point, the debate has long since ended on that topic
Yes, and it was conclusively proven that Japanese devs prefered sharp pixels. Only a few weird American devs thought otherwise.

>> No.2854064 [View]
File: 330 KB, 1160x684, mario comparison.jpg [View same] [iqdb] [saucenao] [google]
2854064

>>2854046
Did they ever display Mario with scanlines and CRT blur though? Any advertisement they ever made either had pixel art Mario or a cartoon. Even here on the box, the picture they show is very clearly made to look like fancy pixel art with some motion blur added. But no indication of scanlines.

>> No.2785905 [View]
File: 330 KB, 1160x684, mario comparison.jpg [View same] [iqdb] [saucenao] [google]
2785905

>>2785896
I'm on /vr/. I come prepared to deal with them, around here you have to.

>>2785895
This as well. People here actually cling to nostalgia like it's a good thing.

>> No.2773437 [View]
File: 330 KB, 1160x684, mario comparison.jpg [View same] [iqdb] [saucenao] [google]
2773437

>>2773424
Topic got deleted which is fair, it may have come off more baiting than I'd intended. This is a good place to ask you guys though.

What do you think about the way Nintendo showed what they thought their games were ideally supposed to look like. With clearly defined pixels as opposed to a moire pattern caused by CRT.

>> No.2773285 [View]
File: 330 KB, 1160x684, mario comparison.jpg [View same] [iqdb] [saucenao] [google]
2773285

Over and over CRT fans claim that the way the games look on those screens is the "right" way. That the moire pattern created by them was used as a design element on purpose and so the way the games look displayed on a CRT is seeing how they're ideally supposed to look.

If that's true though, then why did Nintendo themselves show the games in their most ideal form with big clear pixels? Clearly this was their concept of what the game ideally should look like. They were simply held back by the technology of the day.

And finally, how many of you honestly think the image on the left looks better than the one on the right? Considering we now have the technology to finally make Mario look like he does on the box art, in high definition why would you not want him to look like that?

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