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by lloeki 979 days ago
> I think there's an argument that pixel art was designed for CRT displays and thus optimized for it

In many cases there is no argument to be had.

https://gamedev.stackexchange.com/a/167807/6463

These sprites are terrible without CRT-ness (skeleton has pixels unbalanced, clearly placed for an antialiasing effect; beast is unshaded). Also, look at that waterfall, for which filters have a hard time, either inefficient or making the rest of the scene excessively blurry.

https://m.youtube.com/watch?v=s4QOHe4bOZc

For some games I think the flat pixely look is OK, e.g Zelda III, although I personally prefer the darker, smoother, less saturated look of CRT which in my mind betters conveys the grim ambience than the unfiltered cel-shaded-y one.

For others, either specific bits (Chrono Trigger's overworld map) or the whole thing is plain bad.

> However, I think modern games with the pixel art aesthetic look best crisp.

I would concur. Old game art was designed for CRT... and on CRT, whereas modern games are designed for and on pixel-perfect LCDs, and there's nothing wrong with that.

It's a bit like viewing a hinted vector font with vs without antialiasing (old games)

https://earthobservatory.nasa.gov/blogs/elegantfigures/wp-co...

vs a bitmap font meant to land on the pixel grid exactly (modern pixel art)

https://pangrampangram.com/products/bitmap-fonts

Old games that were designed in the latter way are perfectly fine on LCDs, but those that hinged on it are terrible.