• @KickMeElmo@sopuli.xyz
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    255 months ago

    Honestly, I hate the CRT aesthetic. I grew up with CRTs. Leaving them behind for LCDs was one of the greatest transitions of growing up. By all means, enjoy them if you do, but I don’t.

    • @thingsiplay@beehaw.org
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      465 months ago

      It’s not just the look of it, but the art and games were designed with the limitations of CRT in mind. Not all games off course. An example is the transparency effect on Genesis / Mega Drive:

        • @DdCno1@beehaw.orgOP
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          5 months ago

          Does this shader also replicate the horrific motion blur that the display of the original GameBoy suffered from?

            • @DdCno1@beehaw.orgOP
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              95 months ago

              Thanks. I shall avoid the motion blur variant as best as I can, because that’s one of several aspects of this device I do not remember fondly.

              I borrowed a friend’s Game Boy for an afternoon when I was a kid and I was so disappointed by it (primarily the screen, but also poor ergonomics and the limited nature of its games) that I lost nearly all interest in gaming for a year.

    • Yozul
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      15 months ago

      Square pixels are a filter just as much as CRT filters are. In fact, they distort the image even more. Even leaving aside all the things that just don’t work right in square pixel land, turning every pixel into a square messes up the aspect ratio of a lot of old consoles. Everything ends up squished and stretched because it wasn’t designed for square pixels. You can call that distorted funhouse mirror version of old video game art “crisp” if you want, but in reality it’s just the cheapest and worst filter.

  • @Thevenin@beehaw.org
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    225 months ago

    I strongly disagree with the premise that there’s a “wrong” way to play retro games. Don’t gatekeep. Imagine if people told you not to listen to Pink Floyd unless it’s on vinyl. It would be lost media.

    That said, CRTs present images fundamentally differently than LCD displays, and a lot of developers took advantage of those idiosyncrasies. There are scanlines everywhere. CRT phosphors aren’t square, and appear smaller when darker. Bright pixels can “bleed” into nearby pixels, particularly when using composite signals.

    Before LCDs, many (not all) pixel artists used this to their advantage, basically harnessing the imperfections of analog TV to provide equivalents to anti-aliasing, bloom, extra color depth, and even transparency. Some particularly famous examples came from Sega Genesis games. This video goes into good depth on the whys and hows, and there are some solid examples of the outcomes here.

    I’ve attached examples below (hopefully they upload). If you like the raw pixel art, then no harm done. Enjoy! But if you like the way CRTs interpreted and filtered those signals, you owe it to yourself to look up some shaders for your favorite emulator.

    (Zero Tolerance, 1994, on the Genesis/Mega Drive)

    (Sonic the Hedgehog 2, 1992, on the Genesis/Mega Drive)

    • @thingsiplay@beehaw.org
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      85 months ago

      I strongly disagree with the premise that there’s a “wrong” way to play retro games.

      I understand your sentiment here and you are right too. What I think is, that the wording on this title here is misunderstood. Emulating (old) games without Shaders is not faithful or accurate in the looks. It looks “vastly” different and thus means it looks “wrong”. I interpret the “wrong” in the title as “not faithful”, instead as “bad”, like this: You’re Probably Emulating Retro Games Not Faithful (you need CRT Shaders for the oldschool look)

      • @Thevenin@beehaw.org
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        35 months ago

        Yeah, the video really isn’t making the point its title suggests. I think we’re all just primed to expect gatekeeping in video games at this point.

  • @mtlvmpr@sopuli.xyz
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    175 months ago

    My aim was never to emulate but to play. Blur filters are something that I won’t be using.

    • @jarfil@beehaw.org
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      35 months ago

      The good ones aren’t “blur”, they’re “subpixel rearrange”.

      It takes about 4x4 square pixels to emulate the subpixels of a single round one… just like it takes about 4x4 round pixels to emulate the subpixels of a square one.

      • @mtlvmpr@sopuli.xyz
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        15 months ago

        But do they still look like blur? That’s the only thing that matters. Ray tracing is also cool but if my frames die because of it, it gets disbled.

        • @jarfil@beehaw.org
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          5 months ago

          All pixels are a “blur” of R, G, and B subpixels. Their arrangement is what makes a picture look either as designed, or messed up.

          For rendering text, on modern OSs you can still pick whichever subpixel arrangement the screen uses to make them look crisper. Can’t do the same with old games that use baked-in sprites for everything.

          It gets even worse when the game uses high brightness pixels surrounded by low brightness ones because it expects the bright ones to spill over in some very specific way.

          • @mtlvmpr@sopuli.xyz
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            15 months ago

            That’s still some Vsauce level reaching that “we don’t actually even see anything”. The tech doesn’t matter when playing and if it looks blurry, then it is blurry.

              • @mtlvmpr@sopuli.xyz
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                15 months ago

                I said that it doesn’t matter. Only the end result does. There is no game I would play on a CRT simply because it looks worse. It’s not an objective fact but my preference. I don’t care how you are trying achieve the “CRT look” since it looks like shit and I don’t want to see it.

                • @jarfil@beehaw.org
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                  15 months ago

                  Have you checked the examples…? I feel like we’re going in circles. There are cases where the CRT looks objectively better, supporting examples have been provided, technical explanation has been provided… it’s up to you to look at them or not.

                  If you wish to discusd some of the examples, or the tech, I’m open to that. Otherwise I’ll leave it here. ✌️

  • Yozul
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    65 months ago

    There is no world in which anyone ever designed a game for anything more powerful than a Gameboy where they expected people to see it as a seemless grid of squares so big you can see them from across the room. That’s just not a real thing outside of badly designed modern “retro” graphics. There’s a reason for that. Seemless square grid is ugly. Like, disgustingly hideous. I do not understand why anyone would ever want to subject their eyeballs to the atrocity that is giant square pixels. If you want to do that to yourself then I can’t stop you. There’s no accounting for taste and all that, but just know that I think less of you for it.

  • @Varyag@lemmy.dbzer0.com
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    55 months ago

    Real. Ever since I spent some time setting up good CRT shaders, playing retro games feels a lot cooler. They just give the best feeling and look pretty nice with them on. Sometimes for fun, I leave the shader on for regular Windows usage.

  • @samus12345@lemm.ee
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    35 months ago

    If people like using them, more power to them, but as someone who grew up playing on CRTs, if I could have had crisp pixels instead back in the day, I would totally have chosen that.

    • @DdCno1@beehaw.orgOP
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      95 months ago

      Original hardware, especially CRTs, is increasingly difficult to find and getting more expensive and less reliable by the day (both of my N64 are completely dead right now - just from sitting unused in a dry cupboard for a few years).

      Love it or hate it, this is the future of retro gaming.