[ 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: 226 KB, 1668x672, 1554310162073.png [View same] [iqdb] [saucenao] [google]
5761952 No.5761952 [Reply] [Original]

4:3 or 8:7?

>> No.5761956

>>5761952
hell if I know, man, I just plug the SNES into my tube and play.

>> No.5761960

>>5761952
>the non-intended way vs the intended way
A debate only contrarians participate in

>> No.5761989

>>5761952
8:7 looks better to my eye for that game. I know different games will have been designed differently.

>> No.5761991

>>5761952
CRT.

>> No.5762086

>>5761952
THE ACTUAL TRUE LEGIT REAL 100% ACCURATE ANSWER IS
.
.
.
.
It depends.

>> No.5762101

>>5761952
8:7 unironically looks better but everything I have is 4:3 sadly.

>> No.5762102

>>5761991
>apple or cherry?
>baseball!

>> No.5762147

>>5762102
more like
"apple or orange"
"fruit!"

>> No.5762151

>>5761952
4:3 looks fine on my tv, but it looks stretched out on there.

>> No.5762203
File: 65 KB, 1440x1080, Castlevania - Symphony of the Night-190724-202914.png [View same] [iqdb] [saucenao] [google]
5762203

4:3

>> No.5762212

When you're playing, your brain compensates for the little distortions.

>> No.5762318

>>5761952
when do zoomers go extinct?

>> No.5762712

dunno... most of the time 4:3.

8:7 looks so narrow.

>> No.5762829
File: 241 B, 43x40, scaling.png [View same] [iqdb] [saucenao] [google]
5762829

>>5762203
Your pixel scaling is incorrect. The pixels aren't the same size. Consider using the sharp-bilinear shader to correct it. Won't blur the image but your pixels will be accurate and consistent.

>> No.5762840

>>5762086
Wrong you retarded faggot. All retro games were designed to play on a consumer CRT, which are 4:3.

>> No.5762846

>>5762840
They were obviously designed on machines using 8:7 screens though. Just because 4:3 was the standard for all budget mass produced tvs doesn't mean that's the intended way to play.

>> No.5762849
File: 513 KB, 700x700, 1533778255166.png [View same] [iqdb] [saucenao] [google]
5762849

>>5761952
>1x1
>7x6
Gets me every fucking time. But to answer your question, the correct aspect ratio is 4:3 on a curved CRT, which makes the oblong-ness invisible.

>> No.5762858

>>5761952
NTSC, that is a slightly thinner 4:3.

>> No.5762876

You're not forced to use either so you can just use the one you like

>> No.5762970

>inb4 thread #25,620 about sky-color in NES-mario

>> No.5763651

>>5762846
You’re a fucking retard

>> No.5763739

>>5762840
And all games were intended to be played with RF? Get a load of this screenlet.

>> No.5763770

Though nearly all crts were 4:3, consumer TVs were usually set to have much more overscan at the top and bottom than at the sides, resulting in proportions that were somewhere between 4:3 and 8:7. Let's call it 16:13

>> No.5766097

>>5762829
is it that bad

>> No.5766102
File: 23 KB, 1440x1080, Akumajou_Dracula_X_-_Chi_no_Rinne_(NTSC-J)_[KMCD3005]-190708-175633.png [View same] [iqdb] [saucenao] [google]
5766102

were pc-engine games made for 4:3

>> No.5766106 [DELETED] 
File: 47 KB, 1317x1080, Akumajou_Dracula_X_-_Chi_no_Rinne_(NTSC-J)_[KMCD3005]-190708-175456.png [View same] [iqdb] [saucenao] [google]
5766106

regular core aspect ratio

>> No.5766110

>>5762840
cope

>> No.5766115 [DELETED] 
File: 55 KB, 1440x1080, Akumajou_Dracula_X_-_Chi_no_Rinne_(NTSC-J)_[KMCD3005]-190708-175444.png [View same] [iqdb] [saucenao] [google]
5766115

aspect ratio set to 4:3

>> No.5766203

>>5762829
Sharp Bilinear does blur it, but you need to sit really close to notice it.

>> No.5766214

>>5761952
8:7 looks better

>> No.5766306
File: 16 KB, 556x448, Untitled.png [View same] [iqdb] [saucenao] [google]
5766306

There's no satisfying answer because some games compensated for the 4:3 aspect ratio and some games did not.

The only solution is to compromise and play at 31:25, the average of the two.

>> No.5766361
File: 117 KB, 1288x636, 1478324225684.png [View same] [iqdb] [saucenao] [google]
5766361

>>5761952
it depends on the game, 8:7 on a game like Super Metroid, 4:3 on the SNES port of Mortal Kombat II

>> No.5766365

Emulators need to do a better job of remembering which to use on a per-game basis.

>> No.5766373

>>5761952
16:13

>> No.5766414

>>5761952
9:6

>> No.5766468

>>5762840
t. doesn't know about overscan

>> No.5766470

>>5761952
16:9

>> No.5766738

>>5761952
If the games were 8:7 (or close to it), they'd have fairly visible sidebars on a normal TV.

Some games compensate for the horizontal stretch, some games don't, but ultimately, it's down to whether the developer cared, because the machine outputs a largely full-screen signal on a 4:3 display, and that's not configurable in hardware.

>> No.5766929
File: 48 KB, 1440x1080, Pac-Man World-190726-090137.png [View same] [iqdb] [saucenao] [google]
5766929

>> No.5766931
File: 176 KB, 1440x1080, Pac-Man World-190726-090030.png [View same] [iqdb] [saucenao] [google]
5766931

>> No.5767989

Is there a list of SNES games that actually display correctly in 4:3?

>> No.5768373

>>5766097
It's awful, you can see it yourself. When you have pixels on every other row and column that scaled to different sizes, the image ends up being horribly inconsistent and looks bad in motion. It's something a lot of people don't notice and then wonder why their games look off.

>> No.5768396

>>5762829
Die mon

>> No.5768414

>>5762203
>>5762829
4:3 is made for curved TV screens so of course it looks like shit emulated
8:7 or nothing

>> No.5768610
File: 233 KB, 1276x1600, 1491346807734.jpg [View same] [iqdb] [saucenao] [google]
5768610

>>5766738
>If the games were 8:7 (or close to it), they'd have fairly visible sidebars on a normal TV.
Or, you know.. Fairly significant overscan at the top and bottom which is what they do have - and the horizontal curvature of standard crt screens further reduces that apparent dimension.

>> No.5768703

>>5761952
8:7 if on an LCD
4:3 if on a CRT.