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/vr/ - Retro Games


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File: 47 KB, 640x480, alttp.png [View same] [iqdb] [saucenao] [google]
3491426 No.3491426 [Reply] [Original]

Why do we hate filters again?

>> No.3491450

>>3491426
Ugly, not what the devs intended, fixes what isn't broken, removes that retro feel (lol). But who cares?

>> No.3491457

>>3491450
Keep rattling your tits

>> No.3491458

>>3491426
I don't like the weird-looking artifacts they cause, but if you like them, use them, whatever.

>> No.3491464

>>3491426
This game is perfect, what gave it such a retro feel?

>> No.3491470

>>3491426
"We" don't. CRT autists who live in their parents basement and morons too stupid to setup RetroArch do, i.e. a small portion of the board.

>> No.3491483

>>3491426
I despise the autistic population of /vr/ that claims the reason people play solely on a CRT because:

>scanlines
>something about basements
>hurr the way it looks

The only reason Diago the beast and everybody else that use a CRT still use them in this day and age is because they offer 0ms input delay, that alone is worth the extra pounds of glass. 1ms Grey to Grey is not the same as 0ms from on and off. Casuals don't care because it's not their primary hobby, they only care about what is socially acceptable.

>> No.3491547

Look like shit. Obscure details.

>> No.3491559

>>3491450
>not what the devs intended
They didn't expect you to play with rgb either but that doesn't stop half of the board from buying that cable or even modding their consoles, sacrificing dithering effects just because they're not used to good old shitty inputs.

>> No.3491582

>>3491483

>calls others autistic
>goes on to fuss over miniscule, inperceptible input lag

>> No.3491615

>>3491582
>has a slow reaction time

>> No.3491628

>>3491470
I'm too stupid to set up retroarch and I don't care if someone uses or doesn't use filters. I don't like the way that pic looks because it makes the game look like something done in flash, but if it plays fine, I couldn't give less of a shit, really.
>srsly, i think i might be too stupid to retroarch
>haven't tried it, but seeing how all the things need to be just right to get it to work makes me vibrate with anxiety

>> No.3491641

>>3491426
There is no "we". Everyone has different preferences. Only a child would expect everyone to like the exact same thing.

>> No.3491642

>>3491559
>>3491457
You fags seemed to have missed the sarcasm. I don't give a shit what filters you use or how you play.

>> No.3491643

>>3491559
>good old shitty inputs.

It will never cease to baffle me that there are people who will happily make their image quality look like shit because it's more nostalgic for them.

>> No.3491750

>>3491643
>not going for the full nostalgia trip
might as well emulate eveything

>> No.3491756

>>3491426
>we
>falling for le hivemind meme

>> No.3491758

>>3491426
Cause it looks like a flash game that way.

I like the ones that show off the pixels more though.

>> No.3491759

>>3491750
He obviously didn't grow up with an NES so he wouldn't feel nostalgia when using one. He would be like someone born in 2000 listening to vinyl records because he believes it to be more authentic.

>> No.3491770

Filters don't properly emulate what they are supposed to.

Well, at least what I think they are supposed to emulate are the smoothing effects of the way CRT TVs create an image, using clusters of phosphors instead of pixels. And the way that the tube is creating the image in its native resolution instead of scaling it, because tubes don't have "native resolutions".

But it just ends up looking disgustingly smudged.

Being obsessed with pixels, on the other hand, screams being someone who grew up with PC emulators.

>> No.3491779

>>3491770
>Well, at least what I think they are supposed to emulate are the smoothing effects of the way CRT TVs create an image

Then you're completely wrong and expecting them to be doing something they're not trying to do.

>Being obsessed with pixels, on the other hand, screams being someone who grew up with PC emulators.

You're wrong on that one too. I grew up with CRTs but strongly prefer to see crisp clear pixels.

>> No.3491786

Eh, I grew up with CRTs and real hardware and all that, but for emulation I figure a simple bilinear blur to take a little bit of the edge off is good enough.

>> No.3491790

>>3491779
PC gamer? PC games were super sharp with crystal clear VGA. Though I always though SNES looked nicer until SVGA became the standard rendering method. At that point PC resolution was crazy high compared to standard definition.

>> No.3491802

>>3491790
Both, but overall more consoles than PC. Monitors did give me higher expectations of image quality, but even without that I probably would have felt similarly.

Also I should note that there are filters that do try to produce the CRT look. I just don't think the one in OP's pic is one of them.

>> No.3492041

>>3491582
wow you really are as dump as you post.

>> No.3492064

>>3491750
It's not about nostalgia, and it's not about the devs intentions. It's about perceived image quality. For people that like the CRT look over raw square pixels, I believe it is due to the way non-square pixels that bleed a little into others makes it easier to perceive implied detail by smoothing out gradients formed by limited color palettes. It also provides a form of organic anti aliasing, smoothing out edges, making text more readable, and making the actors blend with the background. RGB reduces the color bleeding which kills dithering effects, sure, but still preserves gradient blending due to the smaller color difference, makes text easier to read, etc again with the advantages of non square pixels.

>> No.3492073

>>3492064
>RGB reduces the color bleeding which kills dithering effects
Which is why dithering effects were used on platforms that only had RGB video output?

>> No.3492190

>>3491426
I like 'em, but I tend to use light scanlines as well.

>> No.3492225
File: 78 KB, 600x600, black guy thinks you are being silly.jpg [View same] [iqdb] [saucenao] [google]
3492225

>>3491642
>I was only pretending

>> No.3492227

>>3491426
We don't want to hurt the feelings of the previous developers.

>> No.3492228

>>3492225
Did you miss the (lol) and who cares in his post?

>> No.3492906

>>3491582
Uh, if you can't react within a millisecond you must have brain damage.

I feel bad for you anon.

>> No.3493409

Because they're all designed for Zelda or Mario in mind and fall apart when used for anything else.

>> No.3493414

>>3491559
>They didn't expect you to play with rgb either
Why did they sell RGB SCART cables and had RGB pins on console AV outputs?

>> No.3493475

>>3491770
>because tubes don't have "native resolutions".
Ah, glorious tubes.

>> No.3493484
File: 1.71 MB, 235x150, 149.gif [View same] [iqdb] [saucenao] [google]
3493484

>>3491559
>I sure hope everyone plays our game as intended, on a composite interlaced signal, on this console that supports full RGB output we developed it for

>> No.3493534

The way I see it, it really has less to do with the monitor and more to do with upscaling techniques and the practical resolution. Much like how old comics were printed with coloring done via different combinations of colored dots, you can't just double everything because the color layer was more of a filler than a static part of the image. How relevant that is depends on the sprite. Sprites from the 2nd and 3rd gens are less of an issue because they tended to be solid colors. 4th and 5th gen sprites took advantage of line work and color mixing, the effect of which is lost when you don't upscale them properly.

>> No.3493536

>>3493414
Depending on what you're specifically thinking of, probably to be able to quickly adjust the output cable without having to revise the board in case of a shifting video standards.

>> No.3496241

>>3491426
I don't hate filters, they generally just don't do much for me.