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/vr/ - Retro Games


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10143096 No.10143096 [Reply] [Original]

one is correct and the other is wrong.
but which one do YOU prefer?

>> No.10143103
File: 239 KB, 640x480, 1449035178087-1.png [View same] [iqdb] [saucenao] [google]
10143103

>>10143096
Neither, just true NTSC.

>> No.10143107

Only Nintendo themselves made their games in 8:7. Most if not all third party developers made their games in 4:3.

>> No.10143108
File: 458 KB, 400x215, 1454ecea-ee93-4e34-9c03-84714bf11021_text.gif [View same] [iqdb] [saucenao] [google]
10143108

>>10143096
In the middle like a good episcopalian hermaphrodite

>> No.10143121

>>10143096
I dunno if it's just me but emulating 4:3 just feels wrong. Everything feels squished whereas a 4:3 TV looks normal

>> No.10143129

The answer is always 5:4

>> No.10143135

>>10143096
Whichever gives round circles

>> No.10143139
File: 37 KB, 640x605, 1676223529310.jpg [View same] [iqdb] [saucenao] [google]
10143139

>>10143103
GOD I want an animated desktop background of that background so fucking BAD, dammit!

>> No.10143145

>>10143103
Filter name?

>> No.10143353

>>10143103
That color banding in the background is not accurate, I'm pretty sure.

>> No.10143461
File: 1.14 MB, 1690x1056, please no.png [View same] [iqdb] [saucenao] [google]
10143461

>he doesn't know that there's no one right way to play all the games yet

>> No.10143554

>>10143145
Real Video Capture Card via Composite, shaders can suck my dick.

>> No.10143639

>>10143461
How do I obtain that last one's aspect raido?

>> No.10143706
File: 23 KB, 640x480, correct-aspect.png [View same] [iqdb] [saucenao] [google]
10143706

>>10143096
Those are both wrong.
The full resolution of the SNES's video output is 280x240, of which 256x224 is used for game graphics. You wouldn't generally see the surrounding border because of overscan, but it needs to be taken into account - it's the full output, borders and all, that is 4:3.
The aspect ratio of just the game area is 64:49, about 2% narrower than 4:3.

>> No.10143709

>>10143096
Neither is correct. Firstly, the SNES did not actually output 4:3, the pixel clock was not quite right for that. Secondly, art was not consistently drawn to any one aspect ratio, due to the 8x8 grid, squares and circles were forced to be 8:7 even if other art was properly ratioed.

>> No.10143836

>>10143706
>>10143709
It's irrelevant what the SNES put out. What's relevant is what the TV was doing. 4:3 is a good baseline though in the modern world of fixed pixel displays. TVs themselves weren't perfectly 4:3 and the raster could be arbitrarily manipulated regardless so it was never going to be uniform from television to television.

>> No.10143901

>>10143836
What the SNES output is very relevant. The pixels of the SNES output did not fit properly onto the CRT, the timings were not correct, and as such the ratio was wrong, the overscan being uneven. Whilst its true CRT tvs differ quite a lot, there was a standard they centered around, and the SNES was way off that standard.

>> No.10143923

Oh this thread again. Hidden.

>> No.10143952

>>10143901
The timings are correct by virtue of the TV being able to display it. Tolerances were within a range and they took advantage of that to fudge standards while still getting a picture. They obviously were shooting for it to look "right" on a typical consumer television but it means that so long as we're talking about a properly calibrated set, whatever overscan occurs, uneven or not, is how the games were intended to display. Especially since games would often display garbage at the edges so uneven overscan might not even have been considered a bug but a feature at the time.

>> No.10144000

>>10143952
They tried their best to get it to look right, but its still quite wrong due to clock division constraints. The pixel clock has to be some division of the master clock, so its not close to correct for 256 pixels.

>> No.10145260

I just go 4:3 and enable pixel interpolation to eliminate the shimmering. I don't care anymore.

>> No.10145374

>>10143461
16:13 is very clearly wrong for the moon.

>> No.10145484

>>10143639
you could manually enter the numbers in retroarch

>> No.10145543

>>10143461
> 8:7
> correct for this game
Due to the limitations of tile based graphics pretty much all games will use multiples of 8 for small features. You can't assert that the game is meant to be 8:7 just on that basis, the non tile constrained art might be drawn for 4:3

>> No.10145548

The correct one is the one you don't like, because I hate you.

>> No.10145739
File: 126 KB, 310x364, heart.png [View same] [iqdb] [saucenao] [google]
10145739

>>10143096
soulless/soul

>> No.10145760

>>10143103
Kinda like this?

>>10143706
How about consoles that fo 320x224? I know that sega genesis ig you capture ita footage they squish thr 320x224 area into 4:3

>> No.10145776

>>10144000
I think you're misusing the word "correct" in this context. So long as the system is putting out a signal a standard definition TV can decode and display without rolling then that's what it was designed to output and therefore is correct. Adjusting the visuals to adhere to what is effectively an arbitrary standard outside the scope of the SNES hardware is by nature of analog "incorrect." It's like people harping on non-square pixels. The squareness of pixels is irrelevant in analog world. They're applying standards of fixed pixel display technology to something that it doesn't apply to.

>> No.10145781

>>10143461
Anyone saying 8:7 is correct for any game can go find me an 8:7 television set from the 1990s.

>> No.10145852

>>10145776
By correct, I mean, the pixel clock that properly fits the snes resolution into the visible area of the TV. Of course that is not that important, a little overscan is fine, the point being, if 256x240=4:3 was considered to be correct, the snes has the wrong pixel clock for that.

>> No.10145861

>>10143096
Incorrect.

The one I choose to use is the correct one. Your opinions are irrelevant. You are a sad little soulless zoomer goblin who will never live because you obsess over how other people play video games.

Can you imagine living like that? Can you imagine waking up in the morning, already seething, red-faced, staring up at the ceiling and shrieking "SOMEBODY OUT THERE IS PLAYING VIDEO GAMES A DIFFERENT WAY FROM ME!" You aren't a human being, you're the shadow of other human beings.

>> No.10145875

>>10145852
But it's not the SNES that's making it 4:3, it's the television. It's true there are nuances there, too. TVs aren't all perfectly 4:3 and they aren't all calibrated the same way so there's some variation. But in the end what was intended were for these games to display on TV sets or arcade monitors so whatever those display, at whatever aspect ratio they display them (assuming proper calibration) is "correct" regardless of what the SNES is doing internally.

>> No.10145887

>>10145861
this
for god's sake all zoomers need to fuck off

>> No.10146547

>>10145875
The TV is 4:3, yes, but there is overscan. And due to the specific pixel clock, the overscan is not equal horizontally and vertically, so if you could see the entire image including what is cut off, it would not be 4:3. So emulators displaying the entire image as 4:3 is not correct.

>> No.10146558

Who cares?
Just use whatever is the most aesthetically pleasing to you. Not everyone in /vr/ is an autistic retard.

>> No.10146680

>>10143103
>Never The Same Color
>true

>> No.10146940

>>10146547
Ah ok, I see what you mean. Yeah, totally agree there. Emulators have to compromise though out of necessity since simulating overscan opens up a can of worms. It can change game to game. One really good game to calibrate with is Final Fantasy IV because the menu screen is designed to go right up to the border of the screen.

>> No.10146942

i'm cumming

>> No.10147016

>>10146942
In 4:3, I hope.

>> No.10147031
File: 353 KB, 1546x1354, 8x7.jpg [View same] [iqdb] [saucenao] [google]
10147031

>>10143096
8:7 has clear aspect ratio fuck ups that look perfect in 4:3.

>> No.10147074

>>10146680
whacha talking about willis?

>> No.10147153

with Mario World I'm used to 8:7 but anything else I just use 4:3

>> No.10147207

Autism: the tread.

>> No.10147383

>>10147074
whatcha think, PAL?

>> No.10147558

>>10143096
left is objectively correct