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/vr/ - Retro Games


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File: 81 KB, 640x896, genesis aspect ratio.png [View same] [iqdb] [saucenao] [google]
8783715 No.8783715 [Reply] [Original]

Alright nerds, I've seen a lot of back and forth about the intended ASPECTO RAIDOU of SNES games, but what about the Genesis/Mega Drive? Surely it's 4:3, right? But then Sanic turns into an oval when he jumps, among other discrepancies like square platforms in Chemical Plant Zone turning into rectangles. So which is it?

>> No.8783720

>>8783715
Doesn't Sonic 2's resolution notoriously fuck up when you enter a special stage

>> No.8783881

>>8783715
There really is no correct aspect ratio. For one thing, every TV was different so at best you could only say what the aspect was on average. Another thing is that the aspect ratio is close enough to square pixels that the fact the system is tile based would have significant influence on the art, circles and squares would typically be drawn to fit perfectly in a number of tiles even though they would not appear quite square on average.

One thing to consider though is that NTSC is taller than 10:7 and PAL is wider, so 10:7 is a compromise between these two aspect ratio. And with the a fore mentioned influence of tiles when drawing art, I think 10:7 is a good choice for emulation.

>> No.8783883

>>8783715
You'll drive yourself mad chasing the perfect aspect ratio. Choose one and stick with it.

>> No.8783923

>>8783883
>Choose one and stick with it
Do you work at my local TV station by any chance? Those idiots put everything into 16:9, so all their 4:3 shows (half their content because budget UHF station lol) is stretched out, and they've set the locked aspect ratio bit so I can't change it on my TV.

>> No.8783930

>>8783923
Uhhhh what I meant to say is "it's okay to switch aspect ratios sometimes"

>> No.8784010

>>8783923
Is this at all relevant though? Tv broadcast is a problem of its own and while modern media is a birds nest of aspect ratios most tvs manage aspect ratio so well these days that we don't think about it anymore. In the console space you're arguing what flavour of not quite square you prefer looking at until you hit gen 6 (with a few exceptions). Of course I wouldn't stretch a 4:3 image to widescreen, that's not the topic.

>> No.8784147
File: 36 KB, 425x282, shrugs.png [View same] [iqdb] [saucenao] [google]
8784147

>>8784010
>Is this at all relevant though?
Not even remotely!

>> No.8784152

>>8783715
Literally everything consumer before the "HD" shift is meant to be 4:3 because thats the displays they outputed to
Its such a stupid fucking question

>> No.8784169

>>8783923
>Do you work at my local TV station by any chance?
Do you realize that every channel does this? Do you realize that the "black bars" are a normie's worst nightmare? Did you know you were autistic?

>> No.8784182

>>8784169
>every channel does this
I must be lucky because only one local station locks it, the others allow me to switch the ratio on my TV.
Anyway, thanks for coming to my Ted Talk.

>> No.8784210

>>8783715
All standard definition consumer grade CRT displays of that era are 4:3 and automatically adjust the horizontal and vertical size of the image. They only way you could change the aspect ratio in those days was if you had a TV set that allowed hor or vert size adjustment. The picture was analog not digital like your stupid lcd emulator square pixel screenshots from retroarch.

>> No.8784327
File: 44 KB, 450x600, __tsukishima_ruriko_shizuku_drawn_by_toshibo_chitose_ryouta__6f34310190a8172822e34d39ecfd6dae.png [View same] [iqdb] [saucenao] [google]
8784327

>>8783715
As an aspect ratio autismo, I feel your pain OP.

It's important to keep in mind that the Genesis can output multiple resolutions, so if you set your game to 1:1 PAR on an emulator, you might have some weird issues whenever the game enters low resolution mode. But in general from the (relatively small) amount of games I've tested on multiple aspect ratios, it seems like the intended image for spritework is 1:1 PAR. HOWEVER... intended doesn't usually mean authentic. And like >>8783883 said, it's easier to just go with 8:7 PAR (exactly 64:49 ~~ approximately 4:3) for every game regardless just to save your sanity.

>> No.8784332

>>8783715
fuck

"i don't really know hahahaha"
i don't adjust aspect unless it looks off
on the MiSTer or pi i make small adjustments if im using hdmi, but on my crt i can't really adjust overscan much

id say on a tube as long as all the HUD is displayed use what suits you

>> No.8784337

I feel like sick

>> No.8784349

>>8783715
to me genesis games look best with square pixels, but on an actual CRT it'll actually be a little narrower than 4:3 so the pixels will be extra-skinny. on an actual CRT genesis pixels are roughly as skinny as SNES pixels are wide, but in emulation the genesis looks great with square pixels while the SNES looks terrible.

>> No.8784363

Use integer scaling.

>> No.8784380

I remember being able to access the service menu on my old Sony WEGA, and naively thinking I could use it to display as much of my games as possible by eliminating overscan. Problem is, when I did this for one console, it ended up showing black bars in another, or conversely, getting rid of the bars made it cut out viewable area in another, and needless to say, trying to make it so squares looked like squares was an absolute fool's errand. I learned then to simply let the game and TV do what it will regarding viewable area and aspect ratios.

>> No.8784585

>>8784380
As someone who lives in a pal territory you better believe I'm pulling up that service menu to correct 50hz stretch. I wonder if Icould teach a remote to do all the buttons at once to its a single press...

>> No.8784593

>>8783715
stop obsessing about this pointless shit, nerd

>> No.8784638

>>8783715
When playing on an emulator, 4:3 corrected is right. When you output 10:7 to a CRT, it autocorrects itself to 4:3.

>> No.8785070

>>8783715
I remember some Snes games like Chrono Trigger being intended to be stretched up. Also CPS1&2 games look completely stretched up in their pixel perfect native ratio.

>> No.8785071
File: 271 KB, 485x675, best ratio for all games.png [View same] [iqdb] [saucenao] [google]
8785071

You truly haven't lived until you experience the ultimate aspect ratio.

>> No.8785312

>>8783715
I spent a lot of time obsessing about this shit as well.

Eventually, I came to the conclusion that the sanest and most straightforward solution is to always adjust to 4:3. The reason is simple: that's how the games would look like on an actual TV of the time, I don't care whether the developers "accounted for it" or not.

The exception, of course, is when emulating a handheld with its own aspect ratio, such as the Game Boy: in that case, use the ratio provided by the original console.

If you don't care about authenticity, just use whatever looks best to you.

>> No.8786062

>>8785312
>how the games would look like
That's either "how the games would look" or "what the games would look like." Pick one, or be outed as an ESL.

>> No.8786083
File: 2.06 MB, 640x480, kc shortcut.webm [View same] [iqdb] [saucenao] [google]
8786083

>>8783715
>4:3 "Corrected"
Genesis games have borders on the top and bottom that's normally hidden by overscan.

>> No.8786102

>>8784327
Just you wait my OCD guy til I tell you that the internal Mega Drive aspect ratio is NOT 8:7. I think it's actually wider than 4:3 even. Just don't stress it and use whatever you are comfortable with

>> No.8786207

>>8785312
>>8783715
>how the games would look like on an actual TV of the time, I don't care whether the developers "accounted for it" or not.

Exactly. If I'm emulating, I want the aspect ratio to be the same as the original console on a consumer CRT. Whether that was the "correct" aspect ratio is meaningless. It's right to me, and to my muscle memory.

>> No.8786254
File: 53 KB, 640x928, Untitled.png [View same] [iqdb] [saucenao] [google]
8786254

>>8783715
>all these people saying stretched 4:3 is what it looked like on a CRT
/vr/ is really slipping.

>> No.8787058

@8786062
Thank you for your insightful contributions to this thread.

>> No.8787064

>>8786254
It literally is. Have you ever seen an actual retro console plugged into a CRT irl?

>> No.8787785

>>8786102
>Just you wait my OCD guy til I tell you that the internal Mega Drive aspect ratio is NOT 8:7
My point was that the Mega Drive had multiple internal resolutions, but most games used the high resolution mode which was 10:7 AR. The 8:7 PAR (not AR) in my post refers to a CRT's actual aspect ratio when overscan and bezels are taken into account.

>> No.8789221
File: 7 KB, 960x720, chart.png [View same] [iqdb] [saucenao] [google]
8789221

>>8787064
Yes I have. People have some misconception that CRTs stretch everything since that's how it works on the SNES and NES, but most Genesis games already output a 4:3 image (320x224 with a border) so no stretching is necessary.

It's true genesis games can also use the same mode as the SNES, but that is not the case with the "4:3 Corrected" image in the OP.

>> No.8789235

>>8786062
basado

>> No.8789238

>>8789235
es verdad

>> No.8789239

I like it a little stretched, I guess.

>> No.8789274
File: 1.43 MB, 360x240, 1632325532425.gif [View same] [iqdb] [saucenao] [google]
8789274

>>8786062
As a native you are 100% correct. But as a dumb I can't figure out the rules for why you are.

>> No.8789435

>>8789274
How is a procedure, what is an object. Like is a comparison, you don't compare a thing to how, you compare it to what. "How" something looks is describing the way in which it appears as it does, while "what" something looks "like" is to compare it to another thing that has a similar appearance.

Example: How an airplane looks is shiny, and silver, and rounded, and sleek. What an airplane looks like is a metal bird.
Now, for bonus points: How it looks like a bird is that it's a long shape with wings and a tail. That works, but only because we are describing the way in which it resembles a bird. "A bird is how it looks like" is not correct however, it's ordered wrong and is incomplete, it only gives us the what, not the how.

>> No.8789462
File: 32 KB, 510x346, 1464612724257.png [View same] [iqdb] [saucenao] [google]
8789462

>>8789435
Oh no I'm dumb. Glad I have that "I just know" sense.
Bad news, this proves the meme. I will NEVER learn Japanese. I may learn to speak and read, but I will never really know the language.