I'm glad we can all agree Pixel Perfect is the best choice

I'm glad we can all agree Pixel Perfect is the best choice

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  1. 2 years ago
    Anonymous

    Playing it with a composite signal on a real CRT is the best way, IMO. Filters are fake & gay.

    • 2 years ago
      Anonymous

      It's always better to play on an actual CRT when you can, but filters are fine. For example, I don't use them to be authentic af and faithful to the original hardware experience, scanlines just make the low res less noticeable. Wouldn't use them for every game tho, stuff like SNES Mario and Zelda look great as a clear pixelated image.

      • 2 years ago
        Anonymous

        Stop being reasonable on /vr/.

      • 2 years ago
        Anonymous

        Those filter looks way too dark. I think on a phone I'd rather use bilinear/quilez if I wanted to filter stuff

        • 2 years ago
          Anonymous

          > Those filter looks way too dark.
          It is darker than without a filter, but not that much, I can just increase the screen brightness on my phone and be fine. Screenshots when they aren't seen in the original resolution look really weird tho.

          > I think on a phone I'd rather use bilinear/quilez if I wanted to filter stuff
          Also an option, but I just don't like the blur.

          >Scanlines
          >On a fricking phone

          Why not?

      • 2 years ago
        Anonymous

        >Scanlines
        >On a fricking phone

        • 2 years ago
          Anonymous

          obviously simulating playing games on a 6" PVM, as the developers intended

      • 2 years ago
        Anonymous

        filters are fine, but that one is extremely ugly

    • 2 years ago
      Anonymous

      >composite
      Play with an RF connection as intended by the developers

      • 2 years ago
        Anonymous

        Tongue-in-cheek, bro. Tongue-in-cheek.

    • 2 years ago
      Anonymous

      frick you're a weirdo, and so is
      and

      I'm very happy that we have threads that erroneously conflate subjective taste with objective quality every day.

      isn't much better

      Worst launch of a thread in /vr/ history. Where the frick do you ppl come from?

      • 2 years ago
        Anonymous

        >Worst launch of a thread in /vr/ history.
        Welcome to /vr/ newfriend. How's your first day going?

        • 2 years ago
          Anonymous

          >first day of the rest of your life
          you meant

          • 2 years ago
            Anonymous
    • 2 years ago
      Anonymous

      Why composite and not RGB? RGB is the best of the best when it comes to signal quality.
      Really once you get to s-video you're most of the way there, if you want the best possible it's RGB though.

      • 2 years ago
        Anonymous

        Composite is how most people experienced games in their youth. Retro gaming is about reexperiencing that era in human history. Nothing wrong with experiencing the better technologies of the era, but thats like saying everyone was driving Corvettes and Porches back then.

      • 2 years ago
        Anonymous

        Composite allowed analog special effects. Blending, extra colors, yada yada.

        In the worst cases playing a game in RGB is wiping away an entire layer of virtual detail and resolution from the game.

  2. 2 years ago
    Anonymous

    I'm very happy that we have threads that erroneously conflate subjective taste with objective quality every day.

  3. 2 years ago
    Anonymous

    Those all look like shit. How could any be the best choice?

  4. 2 years ago
    Anonymous

    >more people using bad emulation as an argument

  5. 2 years ago
    Anonymous

    I like lottes-fast and there's nothing you can do about it

    • 2 years ago
      Anonymous

      That looks nothing like a CRT

  6. 2 years ago
    Anonymous

    Everyone needs to take the 5:4 pill already

  7. 2 years ago
    Anonymous

    >I'm glad we can all agree Pixel Perfect is the best choice
    B-but I didn't say anything...

  8. 2 years ago
    Anonymous

    Don't know what you did to your 4:3...

    • 2 years ago
      Anonymous

      It's called non-integer scaling on a piece of shit 720p Switch

  9. 2 years ago
    Anonymous

    That is an arcade game designed for RGB display. The CRT emulation sample clearly has some kind of composite or RF filtering going on warping the little dragon's eyes.

    • 2 years ago
      Anonymous

      It's kinda funny how people have been applying composite filtering to stuff that didn't have it. I remember seeing someone apply it to a PC98 game and getting their ass chewed

      That looks nothing like a CRT

      Lottes was made by a guy who had input from devs who made games for CRTs. It just doesn't look like your CRT

  10. 2 years ago
    Anonymous

    Pixel perfect is a speedrunning term and does not apply to anything else outside of speedrunning.

    • 2 years ago
      Anonymous

      yeah akshully its called 1:1 PAR (pixel aspect ratio) you turboplebs

  11. 2 years ago
    Anonymous

    4:3 is better

  12. 2 years ago
    Anonymous

    [...]

    Bilinear is blurrier than most CRT shaders, why would you ever recommend it?

    • 2 years ago
      Anonymous

      Which CRT shader? Many are made to be sharp or mimick a PVM. The blurry ones tend to simulate the NTSC video signal and they're blurrier than bilinear. However, it depends on how your emulator is setting up the bilinear filtering. If you apply on a 240p image then upscale to your resolution, you're gonna get a blurry mess. Ideally, you'd like to upscale using nearest-neighbor, then apply bilinear filtering on the final image. The result is not so blurry and reminds the NTSC video signal while still mantaining brightness and decent sharpness. A good balance.

      • 2 years ago
        Anonymous

        Just use sharp-bilinear.

      • 2 years ago
        Anonymous

        It might depend on how you configure your NTSC shader. The ones I've seen aren't as blurry as bilinear, there's still grit to the image. Probably because CRT shaders scale to nearest neighbor before applying their effects while typical bilinear does...pretty much what you've said.
        >Ideally, you'd like to upscale using nearest-neighbor, then apply bilinear filtering on the final image.
        That's sharp-bilinear, right? I use that fairly often.

        • 2 years ago
          Anonymous

          >That's sharp-bilinear, right? I use that fairly often.
          Yes. Forgive me, but I messed up my memories, that's not what I use the most, though sharp-bilinear is still good. I use regular bilinear filtering. What I wanted to say (yet I forgot the explanation) is that some emulators really frick up the bilinear filtering, making things way too much blurry. That was many years ago, so maybe it was the monitor's fault (shitty early LCDs) or just old builds of the emulator. Nowadays, I play on 42+ inches TVs and it feels fine to me, to the point I can still see individual pixels, with an added blur.

          • 2 years ago
            Anonymous

            What emulator's bilinear filtering are you using? The one Retroarch has looks really blurry to me, though yeah it's not as bad if I'm playing on a TV at a distance

            • 2 years ago
              Anonymous

              RetroArch too, through a glsl shader, not the CPU filter, but I don't know if there's really a difference. What I do know it's different is the output resolution. I had a low-spec device that I played at 768p. In that case, bilinear was not so good for me. When I'm playing at 1080p, bilinear is sharper.

              After almost 10 years of fiddling, I'm really tired of "fighting" against the difference between a CRT and a LCD screen. At least for now, it's impossible to both of them to be equivalent, so I'm playing with the latter's strengths. LCDs are sharper and need to interpolate to avoid uneven pixels, so be it. I just use bilinear so the excessive sharpness won't be so dissociative of the original CRT experience; the result is still a bright image with an harmonic output across other systems.

              tl;dr: a matter of taste. You could also try the smootheststep shader if bilinear is still too blurry for you.

              • 2 years ago
                Anonymous

                I don't know, maybe its because I'm using the slang version but it does seem very blurry still. I think the color bleed of NTSC shaders give sprites an outlined look that hides how blurry it really is compared to bilinear.
                I will say, that degree of blur does help for games like DKC, shit's ugly sharp

              • 2 years ago
                Anonymous

                I can't property judge by the screenshot. It seems a little bit blurrier than mine, but I don't think it'd suit your taste anyway. As a third-worlder, I grew up with not-so-good CRT screens, so it's nothing strange to me. Have you tried the quillez shader? Or even smootheststep? They tend to be a middle-ground between raw and bilinear.

              • 2 years ago
                Anonymous

                Yeah quilez is pretty nice, I use for handheld games since I do think they need to be a bit blurry if blown up to a monitor

              • 2 years ago
                Anonymous

                It was a real nice talking to you, anon. You're a pleasant fellow. I hadn't a nice conversation here since a few months ago.

              • 2 years ago
                Anonymous

                Yea you too, feels like the board had a steep decline after 6th gen was allowed

  13. 2 years ago
    Anonymous

    CRT's don't have pixels and they run at 4:3.
    That's the only way that can be considered perfect.

  14. 2 years ago
    Anonymous

    >Ideally, you'd like to upscale using nearest-neighbor, then apply bilinear filtering on the final image.

    You should be using an interpolation shader like pixellate or bandlimit-pixel instead, you will get much better results.

  15. 2 years ago
    Anonymous

    >filters
    >shaders
    >bi-linear

    • 2 years ago
      Anonymous

      That's not bilinear in picrel, you kong. There's an opportunity presenting here for you to the following:

      1. Open emulator of choice.
      2. Select bilinear filter/shader and nothing else.
      3. Boot up Donkey Kong Country.
      4. Beat the first 4 levels.
      5. Just after Coral Capers, there is a Funky Kong.
      6. Screencap the "lookin' good" part, now with the correct bilinear look.
      7. Open up favorite image editor and recreate picrel from the previous screencap.
      8. ???
      9. Now you king of 4chin.

    • 2 years ago
      Anonymous

      >arr firters arr the same
      moron

  16. 2 years ago
    Anonymous

    Filters make coomlectors seethe because they realize their expensive hobby is worthless

    • 2 years ago
      Anonymous
  17. 2 years ago
    Anonymous

    How exactly is the correct aspect ratio determined?
    The overscan area changes depending on the system and even the individual games. The worst offenders have pixel garbage on just one side of the screen.

    • 2 years ago
      Anonymous

      Dot clock of console https://pineight.com/mw/page/Dot_clock_rates.xhtml multiplied by active scanline period of rec 601 (52.148) gives you your horizontal resolution. Divide by vertical resolution and you've got your AR.

      • 2 years ago
        Anonymous

        But that's assuming I want to display the entire image, no?
        I meant specifically that you aren't always supposed to show the entire image due to games assuming a certain portion is lost to overscan. So you'd need to crop pixels out and depending on the console that crop might not be uniform on every side, thus changing the aspect ratio of the picture you want to actually see.

        • 2 years ago
          Anonymous

          Dot clock of console https://pineight.com/mw/page/Dot_clock_rates.xhtml multiplied by active scanline period of rec 601 (52.148) gives you your horizontal resolution. Divide by vertical resolution and you've got your AR.

          So actually I may have been mistaken. i thought I once read dotclock*52.148 gives the "true" horz. res., but after some quick research it seems pretty unanimous 8:7 (1.143) is the correct PAR if we're using SNES/NES as an example. The above formula gives closer to 1.1. A 1.143 PAR makes a 292x224 snes resolution or ~1.30 aspect ratio (about 4:3) whereas 1.1 PAR makes a 280x224 snes resolution or ~1.25 aspect ratio (about 5:4). So if you go no wider than 4:3 and no narrower than 5:4 you're probably close enough. As for your overscan question—no idea since I use a CRT, but just keep your PAR around what it says on that pineight website for your console and it shouldn't matter what you crop off the sides/top. It just takes a bit of math.

  18. 2 years ago
    Anonymous

    Playing 480 (and above) content should be done on flatscreens only

    CRT is fricking awful for clarity

  19. 2 years ago
    Anonymous

    I hate how people interchange the terms "filters" and "shaders"
    bilinear filtering is good, if applied after integer scaling
    post-processing shaders are ok
    now upscale rendering that are not nearest neighbor, those are the devil and should be killed

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