Crt adds a depth to simple textures which the designers would have factored in during testing when working out what felt right. Objects start feeling like real objects once you apply the filter
CRTs brighten the image not darken it, and those scanlines are artificial and way too thick.
Most filters arent great but that looks nothing like a real CRT.
no, CRTs were darker compared to our current gen TVs. LCDs are waay to bright.
2 years ago
Anonymous
Literally not true unless you have samsung’s current flagship (over 2000 nits in SDR brightness). LCDs have very poor brightness. On the other hand I’m rewatching Star Trek DS9 on my sony troonytron and the flashes of light from phaser fire and explosions are enough to sear my eye balls.
Picrel doesn't look nearly as realistic without the shader
look at that fricking SOUL
im a scanline bawd, i dont care how dark fake whatever, ANY kind of filter helps you connect to that era far better than HD shit does. Expand the draw distance, see the whole fricking map while you're at it. The HUD is the number one reason, true, but making it lack definition is far closer to the true experience than putting it in 4k
The textures and polygons back then we’re very rough, jagged, and blurry. The distortion, scan lines, and other effects from projecting the image through an old TV alter the image significantly. These things were absolutely considered by the developers and artists back then when they were designing the game and the art was made with the intention of being seen post-tv effects. Removing those effects makes the game look worse because you’re shining a light on the simplicity of older 3D graphics at their core.
I know this is bait, but for the benefit of those who might genuinely wonder why someone might want to user a CRT shader with older 3D games:
1. Leaving them in native resolution and simply upscaling through nearest neighbor or whatever makes them look extremely blocky and aliased, though at least the image will be consistent
2. Rendering them to a higher res further exposes the low polygon count and the low-res textures, and often leads to a clash with low-res 2D elements such as those in the UI as well as sprites that are sometimes mixed in alongside the 3D graphics, which was quite common in the 5th gen
3. The 2D stuff and textures can, in theory, be improved through custom HD textures, but they can be very hit and miss, and at the end of the day you're still left with low-poly 3D, which now clashes with high-fidelity textures
So unless you go all the way and also improve the 3D by replacing the low-poly models, the only way to keep the intended visual consistency is to keep the image at native resolution, and CRT shaders are among the best ways to display a low-res image, short of just playing on a CRT.
Because I'm autistic (not memeing)
Stop making this thread.
It wasn't funny the first three times.
Have you tried answering the question?
Crt adds a depth to simple textures which the designers would have factored in during testing when working out what felt right. Objects start feeling like real objects once you apply the filter
Any evidence of that that isn't extremely cherrypicked?
How does picrel look better than this
. It's just dark, blurry and fricks up your vision
That filter is garbage
CRTs brighten the image not darken it, and those scanlines are artificial and way too thick.
Most filters arent great but that looks nothing like a real CRT.
Post a great one then
Picrel doesn't look nearly as realistic without the shader
It just looks darker. You people are moronic
no, CRTs were darker compared to our current gen TVs. LCDs are waay to bright.
Literally not true unless you have samsung’s current flagship (over 2000 nits in SDR brightness). LCDs have very poor brightness. On the other hand I’m rewatching Star Trek DS9 on my sony troonytron and the flashes of light from phaser fire and explosions are enough to sear my eye balls.
look at that fricking SOUL
im a scanline bawd, i dont care how dark fake whatever, ANY kind of filter helps you connect to that era far better than HD shit does. Expand the draw distance, see the whole fricking map while you're at it. The HUD is the number one reason, true, but making it lack definition is far closer to the true experience than putting it in 4k
have you tried taking your aderall and not spazzing out?
i hack them into widescreen and i apply higher resolution textures, i DO want it to look as good as possible
>5 posts
>2 IPs
That's not what Super Mario 64 looks like though.
You can make it look like that in 2 minutes but instead you play at 200p with scanlines. I wonder why
Not everyone wants to download texture packs and other crap when you can just use a filter or actually connecting to a CRT.
>not everyone wants to DURR
you sound like a btich
Why the frick wouldn't you download texture packs for N64 games? Their textures are ass
The textures and polygons back then we’re very rough, jagged, and blurry. The distortion, scan lines, and other effects from projecting the image through an old TV alter the image significantly. These things were absolutely considered by the developers and artists back then when they were designing the game and the art was made with the intention of being seen post-tv effects. Removing those effects makes the game look worse because you’re shining a light on the simplicity of older 3D graphics at their core.
There's still 2D elements like HUD, plus there's still dithering due to limited colour space
So you play with artifacts and blurriness just because of the fricking HUD?
The real artefacts come from a clean picture
it looks nice
Post examples
Steam Deck is refusing to save my screenshots
What texture pack is this?
Or is it just an AI upscale?
z**mers were a mistake
I know this is bait, but for the benefit of those who might genuinely wonder why someone might want to user a CRT shader with older 3D games:
1. Leaving them in native resolution and simply upscaling through nearest neighbor or whatever makes them look extremely blocky and aliased, though at least the image will be consistent
2. Rendering them to a higher res further exposes the low polygon count and the low-res textures, and often leads to a clash with low-res 2D elements such as those in the UI as well as sprites that are sometimes mixed in alongside the 3D graphics, which was quite common in the 5th gen
3. The 2D stuff and textures can, in theory, be improved through custom HD textures, but they can be very hit and miss, and at the end of the day you're still left with low-poly 3D, which now clashes with high-fidelity textures
So unless you go all the way and also improve the 3D by replacing the low-poly models, the only way to keep the intended visual consistency is to keep the image at native resolution, and CRT shaders are among the best ways to display a low-res image, short of just playing on a CRT.
You sound insane
Because low poly 3D looks like shit and the only reason it was tolerable was CRT smearyness
I play on a CRT with original hardware because I'm not a philistine
shaders are an artform unto themselves
if you have macos try the VHS filter in openemu
its very nice even for spergys like me
i prefer the crt pc monitor
it slightly smoothens the image and reduces those ps1n64 jaggies
not an easy thing to describe
if you sit further away from the tv it really doesn't matter
but oldgays sat on the ground (and too close)