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by tadfisher
4080 days ago
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This technique is very important for emulation and simulating the look of early games. For example, the Genesis/Mega Drive did not support hardware alpha transparency. Many games (including the Sonic series) simulate the effect by alternating vertical lines, and relying on the "visual munging" of CRTs to produce a convincing effect. Here is a video that demonstrates the effect in Shinobi 3: https://youtu.be/YFOkbfpIlaY?t=2m52s (You can also notice the stippled pattern in the pool of water to the right, used to produce the same effect.) Another technique is the use of stippling to simulate smooth textures and surfaces. For example, this screenshot of the Super Metroid start screen looks pretty terrible by modern standards: http://static.giantbomb.com/uploads/original/0/4527/1093273-... This would have looked much more convincing on a CRT display. Without simulating CRT distortion, you are not getting the same visual experience one would have had when running the game on hardware it was designed for. For modern games looking to simulate this experience, using these techniques along with a CRT shader will be very effective at bringing back the home console experience of the 80s and 90s. |
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SNES (and NES) screenshots are difficult to display well on modern systems because the (S)NES had rectangular pixels instead of square pixels as used today. I recommend scaling to some large integer multiple of the original size with nearest neighbor, and then scaling to the correct aspect ratio with your favorite resampling filter. And if you insist on using JPEG compression then at least use 4:4:4 chroma subsampling - chroma artifacts are very obvious in pixel art.
I also dispute the assertion that CRT artifacts were required or intended by all graphics designer back then. Evidence: LCD based portable systems and line doubled mode 13h DOS games both used the same dithering techniques, but they had sharp pixels. And many games used dithering type patterns to represent fine detail instead of blended colors, eg. the typewriter in the background near the start of Chrono Trigger. I grew up with DOS games so I personally prefer sharp pixels.
The most important feature of a CRT is the low persistence - eliminating sample and hold blur. This is now available in fast modern LCDs with strobing backlights, or with black frame insertion displaying 60Hz content on a 120Hz monitor. It makes a very big difference for fast scrolling 2D games.