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/vr/ - Retro Games


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File: 420 KB, 1000x937, FFDBBA49-BCCF-D2DC-3857A4834747EE36.png [View same] [iqdb] [saucenao] [google]
4282825 No.4282825 [Reply] [Original]

So, what's the correct NES aspect ratio? 8:7?
I find that some games definitely look stretched on 4:3.

>> No.4282829

The one that your CRT gives

>> No.4282834

>>4282825
I don't think there's a cut-and-dry answer to this, despite what some anons would tell you. There's a lot of factors to consider here. The region you live in, the TV you have, and what the devs for that specific game had in mind not that you have to follow the dev's intentions to the letter.

Ultimately it comes down to whatever looks best on your display.

>> No.4282852

>>4282825
My Life in Gaming has a video where they approximate the NES' aspect ratio for its HDMI mod: https://youtu.be/TI60A3DpI6w

>> No.4282860

>>4282825
Which aspect ratio are you talking about?
Display aspect ratio? 4:3
Storage aspect ratio? 8:7
Pixel aspect ratio? 7:6

>> No.4282870
File: 846 KB, 1920x1080, Super Mario Brothers 2 (Japan)-170925-063001.png [View same] [iqdb] [saucenao] [google]
4282870

>>4282825
16:9, as that's the ratio of my monitor, and I don't really care about the opinions of children who, due to not being alive when these games were relevant, feel the need to recreate some nebulous "authentic experience" just to play them.

>> No.4282886

>>4282870
Feels like my face is being stretched.

>> No.4282889
File: 2.62 MB, 2448x3264, nes.jpg [View same] [iqdb] [saucenao] [google]
4282889

>>4282870
This.

>> No.4282890

>>4282886
That's just the scorching case of hipster retrofetisihism you're suffering from. It'll start to subside if you start using emulators or sell your PVM for a normal television.

>> No.4282906

>>4282889
>everything that isn't real hardware on a bvm with the correct aspect ratio is absurd and wrong
Ok.

>> No.4283029

>>4282870
And if you ever go play at a friends house, it'll look... who am I kidding, what are the odds you have friends.

>> No.4283051

>>4282870
> feel the need to recreate some nebulous "authentic experience" just to play them.

You're using a CRT shader.

>> No.4283075

>>4282825
This looks squashed to me. 4:3 all the way desu.

>> No.4283120

Well the resolution is 256x240 so 4:3 is NOT the correct resolution. On the other hand I've never noticed any distortion on my setup
https://youtu.be/jCVo2UOzUkM
but hey, the upscaler inside that thing is extremely good so maybe it does some special magic to hide the wrong aspect ratio?

>> No.4283224

>>4283120
That is pretty good. My AV Famicom doesn't look anywhere near as good running just on my LCD TV.

>> No.4283230

>>4283224
It's fucking awesome. Best investment I've ever made.

>> No.4283234

>>4283051
Yeah, not a PVM and real hardware with another $125,000 worth of neetbux in additional electronic crap to better "recreate the real 80's gaming experience."

>> No.4283265

>>4283234
Oh right.

I mean, stretching retro shit to 16:9 is basically cancer and so are you, but I personally just use emulators. I've recently discovered that using non-integer scaling with either an AANN shader or a prescale filter + bilinear filtering gives you a really crisp display with correctly sized pixels at non-integer scaled resolutions, so I've been doing that for all my pre-3D games.

>> No.4283274

Just find something in the game you're playing that's supposed to be round and adjust your aspect ratio until it is. Most games were designed in 8:7 just because it makes it easier. The top and bottom beyond the 4:3 view were just presumed to be overscan but there are some games that have 4:3 dimensions too. For most games though, it doesn't matter

>> No.4283295

I have a PVM 14L5 and I find that the 16:9 mode looks bad for even gen 6 games, let alone retro games. But there are some people who just really like widescreen and there's nothing wrong with that. Just use what you like best

>> No.4283319
File: 648 KB, 3413x1920, stretch.jpg [View same] [iqdb] [saucenao] [google]
4283319

>>4283295
>But there are some people who just really like widescreen and there's nothing wrong with that.
Exactly. What's the point of all those pixels if you don't use them all, I say.

>> No.4283341

>>4283265
>correctly sized pixels
Why in the literal fuck does this matter? What does this even mean?

>> No.4283342
File: 42 KB, 240x180, Mike and Molly 4-3.jpg [View same] [iqdb] [saucenao] [google]
4283342

>>4283295
People who stretch 4:3 content to 16:9 with impunity are desensitizing themselves to morbid obesity.

>> No.4283353

>>4283341
So when you stretch something using a non-integer multiple (e.g., instead of scaling your game by 4x, you scale by 3.5) some pixels will be doubled or stretched into rectangles because maths or something. Using the method I said, it slightly aliases or blurs each pixel a little bit instead, so pixels will still look square even when scaled by a non-integer value.

>> No.4283503

>>4283353
Okay, so this makes it sound like it would be fairly trivial to determine the "correct" aspect ratio for any particular game. Correct?

>> No.4283812

>>4283353
>some pixels will be doubled or stretched into rectangles because maths or something.

*sigh*

Using the method I said, it slightly aliases or blurs each pixel a little bit instead, so pixels will still look square even when scaled by a non-integer value

You don't want pixels to be square when they're not supposed to. This has nothing to do with "correctly sized pixels", this is just avoiding resizing artifacts.

>> No.4284145

>>4282870
>16:9 stretch
>CRT shader

Is this bait?

>> No.4284274
File: 193 KB, 619x597, 1477557365347.jpg [View same] [iqdb] [saucenao] [google]
4284274

>>4282889
>filters

>> No.4284510

>>4282825
>oh this thread again