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/vr/ - Retro Games


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File: 1.01 MB, 1920x1080, image_2023-04-05_035105097.png [View same] [iqdb] [saucenao] [google]
9796491 No.9796491 [Reply] [Original]

What does /vr/ think about playing SNES games in widescreen, while using a VHS filter? Pic related, it's how I have been enjoying ALTTP tonight,.

>> No.9796587

>>9796491
Video game ads on VHS / television is a little before my time, so this does nothing for me.
Looks convincing though

>> No.9796595

>>9796491
Do whatever you feel works for you. I can possibly see the use of a good widescreen mod for modern displays although it is clearly expanding the range of view behind what was originally available.
The VHS thing sickness me as I grew up with VHS and you are basically reducing quality for a shitty effect. The worst kind of filter. It’s not like anyone ever played a game like this and recording yourself playing one was comically rare.

>> No.9796696

Lag reduction, removal of sprite flicker and online play are what truly matters.

Filters are for people who like nostalgia more than they like games.

>> No.9796697

Where did you get the filter from? That's pretty good.

>> No.9796727

>>9796696
You can also OC consoles so you can get rid of the slowdown some games have. Works great on NES & Genesis.
>Filters are for people who like nostalgia more than they like games.
Depends on the filter. Those that run shitty VHS, CRT, NTSC, etc. filters are just making the games look worse for retarded reasons. Why you wouldn't use everything possible to increase how it looks, sounds, and plays, is beyond me.

>> No.9796732

>>9796491
Kinda oxymoron, since vhs were em 4:3 format. But like the other anon said, do what makes you happy. I do enjoy widescreen hacks in some cases, like Double dash and Mario 64

>> No.9796740

>>9796491
Widescreen is stupid, but I quite like these slight blur filters that make the pixels bleed a bit more together the way they were meant to be seen

>> No.9796741

>>9796491
>widescreen
Depends on the game.
>VHS filter
Puke.

>> No.9796763

>>9796491
Would look good with a scanline shader.

>> No.9796767

>>9796763
>he wants a bunch of visible lines all over his screen

>> No.9796773

>>9796767
>Visible

>> No.9796774

Pig Disgusting/10

>> No.9796780

>>9796773
Yes, they're visible. Go ahead and post a game emulated with a scanline shader.

>> No.9796784

>>9796696
>Claiming others dont play old games
Sounds like something a youtube viewer does

>> No.9796823

>>9796780
I mean I know they're literally visible in like an autistic way so congrats you win you can literally see them. But not if you're just playing a game, especially if it's nice and bright to mitigate the loss of light leaving the screen.

>> No.9796848
File: 5 KB, 431x400, 1649426630887.png [View same] [iqdb] [saucenao] [google]
9796848

>>9796763
>>9796773

>> No.9797084

>>9796697
https://github.com/snesrev/glsl-shaders
Just the regular VHS filter from that folder.

>> No.9797096

Anyone who doesn't feel warm nostalgia for the PS1 texture and polygon warping doesn't have a heart.
Anyone who doesn't play PS1 games with PXGP in 2023 doesn't have a brain.

>> No.9797156

>>9797096
I never noticed the polygon warping when I played the games back in the day.

>> No.9797179

>>9796491
I've always thought those kinds of filters look much, much nicer than scanline filters. They're much more accurate to my memory of what playing these games over composite on a cheap TV looked like.
I own a Super Famicom and a flash cart so I just play all of my SNES games on that instead of emulating them. I never really bothered with filters when I was still emulating games.

>> No.9797180

>>9796491
>glaucoma filter

>> No.9797203

>>9797179
get a modern gaming pc and you can run 4k proper crt filter. the vhs stuff is just a troll

>> No.9797213

>>9797203
I’ve tried it with that exact same setup and genuinely preferred NTSC and VHS filters to any scanline filters I used. I’m just not really a fan of scanline filters in general.

>> No.9797249

>>9796491
>16:9
It's ok
>filters
lookin' good

>> No.9797265

>>9797203
>he likes lines and tiny square boxes all over his screen
Why? Seriously, why the fuck do you like that over a nice clean screen?

>> No.9797336
File: 7 KB, 1000x1375, ALttP_Bunny_Link.png [View same] [iqdb] [saucenao] [google]
9797336

>>9796491
> VHS filter
my actual console with acutal S-Video looks much clearer than that kek

>> No.9797448

>>9796732
> since vhs were em 4:3 format
VHS has no concept of aspect ratio. There is enough overlap between SD 16:9 digital tv broadcasts, and use of VHS, that significant numbers of VHS tapes exist that have 16:9 recordings on them.

>> No.9797468

>>9797448
VHS tapes though were letterboxed when widescreen, not full frame like BDs and UHDs.

>> No.9797497

>>9797468
Nothing stops you from recording full frame widescreen onto a VHS tape. Widescreen CRTs were a thing, and if you setup your digital box for widescreen it outputs full frame, which can then be recorded onto a VHS. We had widescreen CRT back in the mid 2000s, and we recorded VHS tapes in full frame widescreen.

>> No.9797506
File: 52 KB, 500x375, 1512166666541.jpg [View same] [iqdb] [saucenao] [google]
9797506

>>9797448
I mean, you're right, but the number of officially released VHS tapes in anamorphic widescreen was really small. I'll bet most people who grew up on VHS have never seen one.
It's like saying the PS1 was a widescreen console because Pac-Man World supported 16:9.

>> No.9797510

>>9797497
I don't remember VHS tape being 16:9 or anamorphic and can't find it listed anywhere on the wiki.

>> No.9797512

>>9796491
Problem is widescreen generally breaks 2D games.

>> No.9797531

>>9797510
Because it has nothing whatsoever to do with VHS. VHS has no concept of aspect ratio. VHS typically has 4:3 recorded onto it, but that is just a convention.

>> No.9797558

>>9796696
>sprite flicker
i always thought this was an emulator bug

>> No.9797562

>>9797558
Nope, that kind of thing happened all the time on actual consoles since there can only ever be so many sprites on screen at once.

>> No.9797746

>>9797558
Older consoles draw graphics line by line. There's no screen buffer where the whole image is assembled before being sent to the display.
If there's not enough time to draw all the sprites on a line, it has no choice but to skip it.
Sprite flicker is actually a good thing in this situation. it means that sprites take turns being visible instead of some being completely invisible.
Removing flicker is fairly easy for an emulator to do. Apart from some fancy tricks, all it has to do is remove the line limit.