[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 14 KB, 479x322, N64_Console_SO_N64_HARD_large.jpg [View same] [iqdb] [saucenao] [google]
5251182 No.5251182 [Reply] [Original]

Hello I'm a zoomer.

Why is this console so blurry? Is it SUPPOSED to look this blurry? It's incredibly ugly.

>> No.5251186

The short answer is cartridges. But yes, if you're playing an N64 without any special equipment (especially on a modern HDTV), it's going to look like ass. If you get some S-video cables and hook it up to a nice CRT, it's a lot more passable. But that's too much work for zoomers, so just emulate like a normal person.

>> No.5251196

>>5251182
>Hello I'm a zoomer.
t. boomer sonytard.

>> No.5251239

Use an SD display, as intended.

>> No.5251241

>>5251182
Hello im a shitposter

Fuck you.

>> No.5251269

>>5251182
It looks blurry because it has some hardware-based Anti-Aliasing. A simple mod can get rid of it for sharper images

>> No.5251295

>>5251269
And it looks like shitty un-anti-aliased playstation 3d graphics then.

OP it's not "incredibly ugly". Would you call your girlfriend incredibly ugly and still be with her? I don't think so, either stop talking shit or piss off.

>> No.5251312

>>5251182
Because it had little memory, developers had to use quite low resolution textures, and used antialiasing to smooth them out. It was less noticable on CRT's. Some emulators can disable the filtering, but depending on the game it can look quite bad because of the stretched textures.

>> No.5251695

You need to get a CRT

C R T

>> No.5251818

>>5251695
I have a CRT and composite video doesn't just magically fix the blurriness.

>> No.5251832

>>5251818
Clean the screen. It's hard to see through dust and flotsam.

>> No.5251874

>>5251182
>people still write 'boomer' and 'zoomer'
I never realized summer was still going on even after Christmas.

>> No.5251884 [DELETED] 

I use S-video on a HDTV and it's fine. It doesn't look any different at all. It has a little input lag that you hardly notice.

CRTfags have to be the dumbest and shittiest memers of all time.

>> No.5251889

Top bait, yeh we have a crt TV in the kitchen, funny enough if your used to HD or 4k consoles, from the 80s or 90s look shit,

>> No.5251890

I use S-video on a HDTV and it's fine. It doesn't look different in a bad way at all. In theory it has input lag but you hardly notice.

CRTfags have to be the dumbest and shittiest memers of all time.

>> No.5251893

>>5251884
I couldn’t read this, it was blurred by all your aids

>> No.5251964

>>5251890
S-video is fine, people like the OP plugging in composhit to a HDTV and expecting a miracle are the problem.

>> No.5251989

>>5251186
Cartridges have absolutely nothing to do with it.

The games and the system hardware itself each use a form of anti-aliasing to smooth out the graphics. These two AAs create a lot of blur.

>> No.5252167

>>5251874
The kids are able to shitpost from school nowadays, if a teacher tells a kid to put their phone away they'll be arrested for rape and child molestation

>> No.5252354

Everybody in this thread who mentioned anti-aliasing is completely wrong (if you called somebody else wrong it is particularly ironic).

N64 is blurry for three reasons:

1) Extremely few N64 games run higher than 320x240 without the Expansion Pak, while quite a few PS1 games run at 512x224 (Crash, Spyro, etc). Some N64 games like Banjo Tooie run at sub-240p.

2) N64 runs a dither filtering pass over the image to squelch the dither dots caused by using a 16-bit framebuffer (other consoles in the same gen also used a 16-bit framebuffer) and to smudge the image into the equivalent of a 21-bit framebuffer. 3dfx cards use a similar algorithm to the N64. Gameshark codes disable this (and usually clumsily disable useful things like anti-aliasing in the process)

3) N64 always outputs the horizontal resolution at 640 so 240p is actually 640x240. Because games tend to render at 320x240 this means that the console will poorly scale the image up to 640x240 and this introduces a lot of blur. It is unknown why the N64 does this but the VI-Deblur feature on the HDMI and RGB mods can reverse the scaling into the original sharper image.

PAL games which use the FPAL mode (full screen PAL) like Ocarina of Time will be extra blurry as the console will additionally poorly scale the image to a PAL resolution. It’s quite unusual that the N64 is even capable of such flexible (albeit cheap and poor) internal scaling because even later consoles like the PS2 and PS3 could only do very limited scaling.

>> No.5254016

>>5251890
>S-Video
>HDTV
liar

>> No.5254027

>>5254016
???

>> No.5254038

>>5254027
you're a lying nigger and i hate you

>> No.5254067

>>5254038
You're a very strange person.

>> No.5254080

>>5251312
Don't listen to this tech illiterate. Anti aliasing has nothing to do with textures or texture filtering. AA deals with jagged triangle edges. N64 does a fast and cheap AA on output which blurs the image quite severely. Emulators don't have this problem since they usually don't emulate that part of the console. (Except for angrylion). And also run at much higher resolutions most of the time.

>> No.5254734

>>5254080
>N64 does a fast and cheap AA on output which blurs the image quite severely
Why didn’t you read this post? >>5252354

>> No.5256465

never really noticed