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/vr/ - Retro Games


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File: 3.58 MB, 3656x868, Untitled.png [View same] [iqdb] [saucenao] [google]
4817601 No.4817601 [Reply] [Original]

How does /vr/ feel about shaders?

>> No.4817603

They’re for disgusting faggots.

>> No.4817608

I like them.
Might not be 100 percent accurate but when you're only option is a big LCD screen, it's the best way to play the games the way they looked when they originally came out.

>> No.4817615
File: 49 KB, 800x606, screenshot.jpg [View same] [iqdb] [saucenao] [google]
4817615

I usually play with them on. Enhances the experience, blends the harsh pixels a bit.

>> No.4817619
File: 25 KB, 248x185, what.jpg [View same] [iqdb] [saucenao] [google]
4817619

>>4817601
What's going on there?

>> No.4817621

>>4817619
Are your arrows backwards or something?

>> No.4817626

>>4817621
look at the "shadowmask" and the direction it flows relative to the curvature of the tube

>> No.4817634

>>4817615
That is so dark compared to what it looks like on a TV.

>> No.4817638

>>4817634
The filter has gamma boost, but also increased contrast which might make that level seem darker because of the harsh shadows. It looks nicer in motion.

>> No.4817642

>>4817638
I would have to see it in motion. Although I much prefer the soft look of a CRT TV, when I play on PC emulators, I generally just do sharp pixels because the way filters look is distracting.

>> No.4817779

what's the point of the dot matrix pixels?

>> No.4817782

>>4817601
I generally don't use them. CRT filters are a meme, just play on a CRT or don't use filters.

>> No.4817790
File: 1.93 MB, 3840x1080, Genesis doesn't.png [View same] [iqdb] [saucenao] [google]
4817790

>>4817601
shaders + RunAhead is the best way to play

Pixels are point samples, not squares.

>> No.4817793

>>4817782
If it's connected to a CRT with anything better than composite, shaders are needed for the pixel art to display as intended. Almost all of the distortion is from the composite video signaling, not the tube.

>> No.4817809

im a big fan of the crt effect, regular scan lines usually look like shit

>> No.4817814

>>4817601
I use a simple crt shader (but not this one, which looks like ass).
No curvature, though. That's not nostalgic when you grew up with a master race Trinitron (sorry, poorfags).

>>4817626
Nice catch. Piss poor shader.

>> No.4817949 [DELETED] 

>>4817601
How the fuck am I supposed to take you seriously when the HUD sprite on the far left is completely different to the others? Just off yourself in a locked closet, faggot!

>> No.4818007

I play it the way the developers intended, with square pixels.

>> No.4818112

>>4817601
How do these shaders are handling color space?

Some monitors cover 100% PAL and 100% NTSC colors.

Are they color correcting stuff into NTSC colors?

I know some shaders emulate the NTSC signal very well, while other emulate Shadowmask or other kind of grids...

But the color space is really important too.

>> No.4818115

>>4818112
Also, OLED TVs are covring true blacks...

The only thing lacking compared to CRT TVs would be the response time, but they're getting there, with 7 ms already.

But I don't think there's a 7ms, 100% NTSC color gamut with OLED screen yet.

But in a few years I believe we'll be able to play zapper games on LCD screens.

>> No.4818135
File: 714 KB, 1411x1080, Sonic The Hedgehog Spinball (USA)-180510-005246.png [View same] [iqdb] [saucenao] [google]
4818135

i like them

>> No.4818382

>>4818115
Only seven milliseconds?
That new runahead feature can take a whole 16 or 33 off most games. I've been playing with it, works great.

>> No.4818386

Is there a guide somewhere that explains visual stuff? Like not even just retro but in general?

>> No.4818394

>>4818386
The emulation wiki has some articles about filters/shaders.

>> No.4818417

>>4817790
stop posting this

>> No.4818420
File: 45 KB, 1411x1080, pixel perfect pipes.png [View same] [iqdb] [saucenao] [google]
4818420

>>4818417
k

>> No.4818428

>>4818420
Fuck off. You keep posting this same shit thinking it's funny

>> No.4818432 [DELETED] 
File: 65 KB, 495x750, 9VWYggm.jpg [View same] [iqdb] [saucenao] [google]
4818432

>>4818428
okay sweetie :-)

>> No.4818439

>>4817601
Are terrible, all of them.

>> No.4818621

>>4817601

I like a light CRT one.
Scanlines make the games look better.

>> No.4818656
File: 235 KB, 1411x1080, blur chart.png [View same] [iqdb] [saucenao] [google]
4818656

>>4818420
Oh man, I sure do love blurring my entire game for 1 transparency effect.

>> No.4818682

>>4818656
The entire screen gets benefited by "blurring", also, the color gamut must change to fir the NTSC one.

People are overlooking that.

>> No.4818685

>>4818682
>the color gamut must change to fir the NTSC one.
It 'must' change? Will the game explode if it doesn't?

>> No.4818774

>>4818656
Sonic himself looks better with horizontal blur. His quills aren't meant to be staircases.

>> No.4818775

>>4817601
Curvature is intense faggotry. The shaders are cool with me other than that, really. I use a tweaked Royale preset pretty often.

>> No.4818902

>>4817601
Anything beyond a light scanline or bilinear filter just looks tacky to me.

>> No.4818991
File: 1.94 MB, 1341x1006, Gex (1995)(Crystal Dynamics)(Eu)[3DRM-1277190]-180604-152111.png [View same] [iqdb] [saucenao] [google]
4818991

Shaders can look pretty good when used right.

>> No.4819000

>>4818685
You can destroy a screen by forcing it to do things it isn't capable of.

>> No.4819248

>>4818991
And what shader is that?

>> No.4819256

>>4818991
I actually like this one.

>> No.4819258
File: 120 KB, 250x350, 8512CD41-0123-4AFD-8A15-5B224D01C070.jpg [View same] [iqdb] [saucenao] [google]
4819258

>>4818991
Best game ever right there!

>> No.4819267

>>4817601
They are excellent, and it is only a matter of time before more people realize you can combine shaders with high resolution CRT monitors and get an image which is nearly identical to the fancy 15khz production monitors like the Sony PVMs.

>>4817603
You don't know what you're talking about.

>> No.4819338

>>4818991
Name of shader in pic?

>> No.4819413

>>4818991
Shader?

>> No.4819423

>>4818991

I know this has a lot of replies, but I'm also requesting just in case you're lazy and need one more person asking.

>> No.4819473
File: 276 KB, 1233x683, shaders.png [View same] [iqdb] [saucenao] [google]
4819473

>>4819248
>And what shader is that?

Combination of CRT- Goem with NTSC-320px. Look at image for specific settings.

>> No.4819493

>>4817601
before people starting arguing about these as a hobby they were a novelty

that being said, they're pretty goddamn ugly

>> No.4819559

>>4819473
Bump just so people see it.

>> No.4819562

In building my dedicated emulation PC for installation in a cab with a dedicated CRT, I ended up employing some shaders for use on handheld titles. Looks pretty okay.

>> No.4819648

>>4819473

Bumping one more time, just because so many people were asking. I have a thing called a job, I was at work. couldn't reply.

>> No.4819661
File: 6 KB, 128x128, Worm_2ndGen.png [View same] [iqdb] [saucenao] [google]
4819661

>>4817793

>> No.4819664

>>4819661
I used to play Worms 2 with autistic british ninja ropers.

>> No.4819709
File: 1.71 MB, 1341x1006, Need for Speed, The (1994)(Electronic Arts)(US)[A1115 CC 735507-2 R70]-180604-232221.png [View same] [iqdb] [saucenao] [google]
4819709

>>4819473

>> No.4819718
File: 1.65 MB, 1341x1006, BladeForce (1995)(3DO Company)(US)[A1796 CE 01595-2 R71]-180605-000622.png [View same] [iqdb] [saucenao] [google]
4819718

>>4819473

>> No.4819727
File: 1.87 MB, 1341x1006, Donkey Kong 64 (USA)-180605-002147.png [View same] [iqdb] [saucenao] [google]
4819727

>>4819473

>> No.4819734
File: 1.86 MB, 1341x1006, Virtua Cop-180605-003701.png [View same] [iqdb] [saucenao] [google]
4819734

>> No.4819813
File: 2.25 MB, 1314x1006, Sonic The Hedgehog (W) (REV01) [!]-180605-022211.png [View same] [iqdb] [saucenao] [google]
4819813

>> No.4819815

>>4819813
Show me your waterfall.

>> No.4819823
File: 1.67 MB, 1314x1006, Super Mario World 2 - Yoshi's Island (U) (M3) (V1.1)-180605-024406.png [View same] [iqdb] [saucenao] [google]
4819823

>> No.4819850

>>4818685
>>4819000
samefag

yes, you must use NTSC, with a composite, so the colors will be correct when mixed with dithering.

If you don't, the colors will be all over the place.

>> No.4819854

>>4819718
>>4819709
>>4819727
>>4819734
>>4819813

I think it's lacking a little bit of bloom.

I use the NTSC-240px. It has bloom. It's probably the best one there is.

I'm thinking about buying this monitor: https://www.asus.com/us/Commercial-Monitors/PA249Q/

But I'm not sure if the shader is optimized for 100% NTSC color gamut.

This monitors cover 120% of NTSC, so I'm pretty sure it'll emulate the colors perfectly.

>> No.4819858 [DELETED] 

>>4819854
>NTSC-240px
I meant 256px*

crt-royale-ntsc-256px-composite.cgp

>> No.4819859

>>4819858
>>4819854
>NTSC-240px
I meant 256px*

crt-royale-ntsc-256px-composite.cgp

But my prefered one is crtglow_gauss_ntsc_3phase.cgp

>> No.4819968

>>4817601
Only retarded children that don't own a crt use them.

>> No.4819982

>>4818115
What do you think of Retroarch's run frames ahead latency option?

>> No.4820070

>>4819854
If this is for just *playing* old games, you should be prioritizing speed since they're designed for lagless CRTs. How many frames of lag does that add? If I split a window between my high refresh rate gamer TN and color calibrated IPS and move it up and down, the IPS lags behind noticeably.

You may want at least 1440p for some CRT shaders.

>> No.4820074

>>4819968
Why would you still own a crt? Hoarding is a mental disorder. Get help.

>> No.4820087
File: 112 KB, 688x1434, e.png [View same] [iqdb] [saucenao] [google]
4820087

>>4819968
t. brainlet boomer who couldn't figure out setting it up

Some shaders are specifically for outputting *cleanly* to a CRT. When a Genesis is connected with anything better than composite video, there's checkerboards. The tube has nothing to do with the horizontal blur exploited there. The trick works the same on an LCD connected by composite video.

>> No.4820360

>>4820070
Yeah... you're right.

I think it'll take a few years before we've got "a perfect monitor" for playing NTSC games.

Most of them cover about 90% of the color gamut. They normally follow the Adobe RGB standard.

The ideal situation would be a 7/8ms, 4k, OLED with NTSC color gamut support...

Only then you'd be able to emulate a CRT without feeling any difference.

>>4819982
I think it's great. But I didn't test it very much. But it can't be bad, right?

>> No.4820498

>>4819854
>I think it's lacking a little bit of bloom.
>I use the NTSC-240px. It has bloom. It's probably the best one there is.

It looks fine on my monitor, but then again, I do generally have my monitor settings set to a higher gamma. So maybe those screenshots don;t look so good on other peoples monitors. But feel free to mess around with the settings in the image that I posted. You can adjust the bloom there.

I also generally find that ntsc-320 looks better for some consoles like the Sega Genesis, Sega Master System, Sega Saturn, 3DO. While the NTSC-256 setting generally looks better for SNES, NES, and even the Playstation.

>> No.4820502

The only time filters are okay is when trying to replicate something that was designed with old tech in mind, like the waterfalls in >>4817790

>> No.4820510
File: 2.07 MB, 1314x1006, SONIC_W-180605-122209.png [View same] [iqdb] [saucenao] [google]
4820510

>>4819854

Here's another screenshot of Sonic 1 with the luminosity turned up by a couple notches...

>> No.4820534
File: 2.14 MB, 1314x1006, Sonic The Hedgehog (W) (REV01) [!]-180605-123447.png [View same] [iqdb] [saucenao] [google]
4820534

>>4820510

Turned up the CRT gamma a little higher.

>> No.4820535
File: 2.61 MB, 1314x1006, Sonic The Hedgehog 2-180605-124208.png [View same] [iqdb] [saucenao] [google]
4820535

Sonic 2 with the same settings.

>> No.4820543

bilinear looks terrible with emulators

>> No.4820546

>>4817601
I only use a bilinear sharpening one in RA (softeststep) combined with a dithering filter with certain games that benefit from it. There is no good CRT filter.

>> No.4820563
File: 2.84 MB, 1341x1006, Gex (1995)(Crystal Dynamics)(Eu)[3DRM-1277190]-180605-130811.png [View same] [iqdb] [saucenao] [google]
4820563

>>4820535

One more, Gex title screen for the 3DO version. I toned down the goem sharpness a bit.

>> No.4820769

>>4820534
It looks great.

>> No.4821496
File: 1.15 MB, 1280x960, 1524560943268.png [View same] [iqdb] [saucenao] [google]
4821496

lookin' good

>> No.4821501
File: 629 KB, 1172x896, 1526439218691.png [View same] [iqdb] [saucenao] [google]
4821501

>>4821496

>> No.4821506
File: 772 KB, 1280x960, 1503824900215.png [View same] [iqdb] [saucenao] [google]
4821506

>>4821501

>> No.4821513
File: 1.20 MB, 1172x896, 1499151815976.png [View same] [iqdb] [saucenao] [google]
4821513

>>4821506

>> No.4821515

>>4821506

is this project 64 or a different emulator? I don't think p64 has shaders

>> No.4821528
File: 48 KB, 1024x960, sharpfamicom.png [View same] [iqdb] [saucenao] [google]
4821528

>>4817601
I like my pixels extra crispy

>> No.4821531
File: 1.23 MB, 1280x960, 1508886682894.png [View same] [iqdb] [saucenao] [google]
4821531

>>4821515
it's retroarch's port of mupen64plus

>> No.4821543
File: 191 KB, 880x670, 1497893875286.png [View same] [iqdb] [saucenao] [google]
4821543

the only way to recreate my childhood gaming experience

>> No.4821592
File: 3.60 MB, 3522x2348, MX6S7533.jpg [View same] [iqdb] [saucenao] [google]
4821592

CRT Shaders on a PC CRT monitor.

>> No.4821593
File: 3.12 MB, 3522x2348, MX6S7549.jpg [View same] [iqdb] [saucenao] [google]
4821593

>> No.4821595

>>4819473
Thanks for the tip, anon.

>> No.4821604
File: 2.38 MB, 3047x2348, MX6S7514.jpg [View same] [iqdb] [saucenao] [google]
4821604

Photos don't do it justice. In practice it looks flawless. I can't think of any reason now to not do this.

>> No.4821993

>>4821604
Looks good!

>> No.4822023
File: 56 KB, 337x360, YO-BR.jpg [View same] [iqdb] [saucenao] [google]
4822023

>>4821592
>CRT Shaders on a PC CRT monitor

>> No.4822132

>>4822023
I don't know why people act like such retards when this concept is brought up. It's completely fine.

>> No.4822142

>>4822132
because it's retarded and redundant

>> No.4822160

>>4817626
it's moiré due to the downsampled image.

>> No.4822265

I use HLSL for mame. I got the settings tweaked as close as possible to a real CRT. Everything is fine and dandy. The only problem is no flat panel display matches the gorgeous luminosity of my crt arcade monitor. Shaders are fun but its not the real thing.

>>4821593
That looks pretty cool. A little dark maybe.

>> No.4822281
File: 1.19 MB, 1366x768, retroarch_2018-06-06_16-06-17.png [View same] [iqdb] [saucenao] [google]
4822281

>> No.4822287
File: 1.16 MB, 1366x768, retroarch_2018-06-06_16-07-41.png [View same] [iqdb] [saucenao] [google]
4822287

>> No.4822328

>>4822287
What game is that? Why are Looney Tunes in a beat-em-up?

>> No.4822332

>>4822328
It's a rom hack for Streets of Rage 2.

>> No.4822338

>>4817790
what cores does runahead work with on a Pi3? Is it just NES and GB?

>> No.4822353

>>4822338
idk, it seems to work fine on my Galaxy S6. How does that compare to a Pi3?

Remember to not count the first frame advance as a lag frame. If the action started there, it would be zero frames of lag.

>> No.4822358

>>4822353
with Genesis Plus GX and Blargg's

>> No.4822364

>>4822142
No, it isn't. You don't know what you're talking about. But keep on shitposting about a subject you have no actual experience with.

>> No.4822369

>>4822281
>>4822287
What shaders are these?

>> No.4822371

>>4821543
WHat shader is this?

>> No.4822448

>>4822369
tvout-tweaks + fakelottes with some adjusts.

>> No.4822807
File: 1.76 MB, 960x672, retroarch_2018-06-06_21-53-06.png [View same] [iqdb] [saucenao] [google]
4822807

>>4822448
Some more of it.

>> No.4822809
File: 1.84 MB, 1920x672, comparation.png [View same] [iqdb] [saucenao] [google]
4822809

>>4822807

>> No.4823857
File: 1.58 MB, 960x1344, comparation2.png [View same] [iqdb] [saucenao] [google]
4823857

>>4822809
ops, wrong shader on that one, this is the correct.

>> No.4823893

>>4822132

It's literally the best of both worlds to use a PC CRT, you can dial up the PQ up to PVM-tier quality and all the way down to simulate RF-unit quality. It's retarded people spend hundreds when they can go find a junko monitor for $10 and get the same effect.

>> No.4823935

>>4823893
>you can dial up the PQ up to PVM-tier quality and all the way down to simulate RF-unit quality
It seems it's taking a while for the community to realize this is true. I think there's a few reasons for this

1. the chase for "accuracy" above all else
2. the pleasing aesthetic of the PVM and other pro monitors physical design
3. the notion that pure, native RGB will look mind-blowingly better than everything else
4. the work that goes into setting up a true 15khz RGB monitor and source

I know I went through all of that and I was slow to accept that through the use of shaders you can reach a point that is 99% equal to what you see with a real 15khz monitor, and in some ways actually is better than the real thing. PC CRT monitors usually have very good geometry, and a wider variety of control over the image on the hardware level. And when you combine this with shader parameters you get even more control.

With a high res PC monitor it is possible to get an image which is far more uniform than what you would actually see on a low res monitor. Unless you decide to make in non-uniform.

Also: a hell of a lot easier to set up. No need to fuck around with RGB modding or CRT_Emudriver. Any random decent-tier GPU and a decent PC CRT monitor will have excellent results.

It almost feels like cheating. Makes me feel a bit silly to have spent years chasing after the dream of 240p RGB when I see what my old PC monitors could have been doing all along.

>> No.4823961

>>4823935
Now you got me interested. What is the minimum resolution for a CRT monitor to effectively support CRT shaders?

Are there any recommended brands or manufacturers, or will any model do?

>> No.4823991

>>4823961
I would say you want at least 1024x768. 640x480 will have too noticeably hardware scanlines mixing in with what you're trying to do with the shaders. If at all possible you want at least 1280x960, which is easily doable with just about any random old PC CRT made in the late 90s or newer.

I use 1600x1200. My monitor can do 2048x1536, but at that resolution you're running up against pitch of the monitor's limits, so there's no real reason to go that high. I would say 1600x1200 is the sweet spot.

>> No.4824036

>>4823991
>too noticeably hardware scanlines mixing in
> you're running up against pitch of the monitor's limits
Ugh. That was some shitty writing. Let me try again.

If you use too low of a resolution when you're doing this you'll see the real scanlines in the image mixing in with the software scanlines. You don't want that. So you want to use as high of a resolution as possible to make the real scanlines as thin and faint as possible. Above 1280x960 the real scanlines will be basically invisible.

The pitch of the monitor is the distance between phosphors, and even though a monitor may support high resolutions if the pitch isn't fine enough you won't be able to see any more detail. So the visual difference between 1600x1200 and 2048x1536 on a 19" monitor with a dot pitch of .25mm is next to nothing.

>> No.4824259

>>4824036
Thank you, that was very informative. Is there any point in seeking out specific brands or models, like Samsung Syncmasters or Sony Trinitrons?

>> No.4824267

>>4821604
I used to do that too with my CRT monitor but it died some weeks ago and now I can't find another one in my third world shithole

>> No.4824272

>>4821604
Is there any ghosting?

>> No.4824468

>>4824259
Syncmasters and Trinitrons are going to be very good choices, but any decent PC CRT from the late 90s onward will be fine. Just stay away from totally no-name brands that look and feel cheap. If you come across anything from a major computer vendor like Dell or Gateway those will be good monitors. Viewsonic is also a very, very good brand in the USA.

If you find anything by Mitsubishi or NEC those are auto-buys, of course.

>> No.4824471

>>4824272
Zero additional ghosting. You will have the natural phosphor trails of a CRT when sprites are moving against a black background, but that is something you get in native resolution too. Compared to an LCD it is night and day. Scrolling is absolutely rock solid, no ghosting.

>> No.4824515

>>4817601
Filters are gross, if you want a crt look then get a crt display.
And I fucking hate that all Neo Geo games on the Switch have fucking bilinear filters enabled by default.

>> No.4824810

>>4821604
Holy shit, I never noticed that the fireball has Ryu's hands imprint.

>> No.4824929

>>4817790
Left looks good and right looks like dogshit. Stop.

>> No.4824937
File: 4 KB, 400x399, less than four colors.png [View same] [iqdb] [saucenao] [google]
4824937

>>4824929
You do you.

>> No.4826687

>>4817601
I love it Raw.

>> No.4827080

>>4823961
I'd say 1600x1200 minimum, which is 5x of 240p. 4x isn't quite enough to simulate raster scans correctly.

Otherwise you're probably better off with the 480p with black lines method.

>> No.4827107
File: 175 KB, 1120x1008, Legend of Zelda, The - Oracle of Seasons (USA)-180512-135328.png [View same] [iqdb] [saucenao] [google]
4827107

Bear in mind there's not just CRT shaders, but also shaders that simulate the look of handheld LCD screens.

There's also shaders that modify colors to apply a different color profile, because not everything was meant to be seen with regular RGB color.

And even if you like raw sharp pixels, it's better to use a shader that applies anti-aliased nearest neighbor scaling so that non-integer scale factors or non-square pixel aspect ratios don't fuck with pixel sizes.

>> No.4827118

Anyone who uses warped geometry is a terrible person who never calibrated their display.

>> No.4827128

>>4827118
https://my.mixtape.moe/chlqvc.mp4

>> No.4827131

>>4827118
>lets take the one advantage LCDs have and fuck it up

>> No.4827140

>>4823857
composite doesn't look that blurry on a crt, looks more like an old busted crt

>> No.4827157

>>4827118
holy shit this, i like using shaders but anyone who uses that is a tryhard

>> No.4827209

>>4819815
look behind/under the ring nintenboy

>> No.4827236

I'm indifferent to a non-default option in a video game

>> No.4827270

>>4817601

Shaders are nice

>> No.4827316

>>4824036
Huh, I thought that was pretty clear, then again I use a CRT Monitor

>> No.4828392

is crt hyllian good? i use it and i can't even decide in comparison to the others, keep in mind i don't care about accuracy, just how the picture looks

>> No.4828791

>>4821496
damn, that looks almost like my neighbors big ass flat screen CRT from back in the day. It was a hand me down wit lots of color bleed but it was the biggest TV any of us had.

>> No.4828847
File: 1.38 MB, 1234x1080, Spider-Man . Venom - Maximum Carnage (World)-180609-215832.png [View same] [iqdb] [saucenao] [google]
4828847

>>4817601
Not a fan of the built-in shaders, but some fan shaders are really good.

>> No.4829616

>>4827140
I've tried it with less blur but I think it looks better blurred, just my preference.

>> No.4829881

>>4827118

Get out poser child, nobody calibrated consumer television sets in the early 90's, only autistic 20 year olds in the current year do that shit

>> No.4830057

>>4829881
Get out poser child, most consumer television sets had decent geometry set from the factory in the 90s.

>> No.4830105

>>4817790
>>4818682
>>4819850

They hated him because he spoke the truth.

>>4818417
>>4818428
>>4818656
>>4820502
>>4824929


These threads are full of babies who demand that games look like they do on emulators because they weren't even alive when these games came out.

There's nothing wrong with playing without filters, but it's ridiculous to pretend that these games were designed with super-sharp modern displays or pro monitors in mind, or that your modern tastes are objectively better than the way most people (including many devs) played them for decades.

>> No.4830339

>>4817790
pixels are not quite point samples, particularly in /vr/-era games where they are definitely discrete points meant to be represented as such, considering they were placed and tweaked by hand, rather than sampled from a source image (where interpolation is guaranteed to be a better fit)
on a crt, you have generally hard cut-offs in the y-axis (per-line), which aren't captured at all by bilinear, and softer transitions on the x-axis that still aren't as fugly as bilinear interpolation

>> No.4832059

>>4830105
>but it's ridiculous to pretend that these games were designed with super-sharp modern displays
>b-b-b-but muh pixel boxart mareee-oh

>> No.4832067

>>4824937
> less than four colors.png
> amount of unique colours in png: 2759
what is this retardation?

>> No.4832074

>>4817601
>How does /vr/ feel about shaders?
they're ridiculous and look fucking awful. raw via emulation, real machive via CRT or.. just GTFO.

>>4830057
> be you
> born after 2000
> most consumer sets
> decent geometry in the 90s

is today international make shit up as you go day? i wish someone had told me about it. no, chump. they were far from decent. geometry could vary wildly from set to set, from manufacturer to manufacturer.

>> No.4832075

>>4817619
whoever made that filter was a retard. that's just hilariously bad.

>> No.4832078

>>4822160
put on your 2 inch thick reading glasses for fucks sake. that isn't a moire pattern.

>> No.4832143
File: 93 KB, 1200x1080, Pokemon - Yellow Version (UE) [C][!]-180503-032414.png [View same] [iqdb] [saucenao] [google]
4832143

Just like mom used to make

>> No.4833252
File: 316 KB, 525x346, cool_kids.png [View same] [iqdb] [saucenao] [google]
4833252

>>4817790
I agree with this except for gameboy and nes. I remember when drawing nes or gameboy characters I drew them pixel by pixel and my stupid kidbrain was suprised that I could copy them 1 to 1 with my hand

>> No.4835359

point sampling for absolutely anything with textures at or smaller than 64x64

>> No.4835453

>>4821528
Fucking shit. I almost got stroke from that pic.

>> No.4835493
File: 283 KB, 1158x892, shatterhand.png [View same] [iqdb] [saucenao] [google]
4835493

>> No.4835731

>>4817601
I'm a grown adult with a family so I don't really give a shit about bitter millennial virgins screeching in red-faced impotent fury that they hate a thing.

>> No.4835735
File: 791 KB, 897x672, 1502613404897.png [View same] [iqdb] [saucenao] [google]
4835735

>> No.4835738
File: 702 KB, 897x672, 1528292733759.png [View same] [iqdb] [saucenao] [google]
4835738

>> No.4835801

>>4835493
what are you getting at with this picture?

>> No.4836462
File: 1.42 MB, 2240x3968, IMG_20170919_193839.jpg [View same] [iqdb] [saucenao] [google]
4836462

>>4817601
nearest for the eternity. If you want a crt feel just use nearest on a vga crt