Ancestors

Written by Nazo on 2024-02-26 at 04:47

I'm just curious in regards to a #retrogaming question. I've been experimenting with DOSBox-Staging's new CRT shaders (so much easier to use I will acknowledge, but I do wish we had at least some control over them beyond just which auto mode -- I'd like a slightly less sharp screen for slightly more blending I guess.) In the end I think I still prefer interpolation though. I miss 2xSaI a lot as what I felt was the best balance, but advinterp2x seems extremely good too. Am I alone in this?

=> View attached media | View attached media

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Toot

Written by Nazo on 2024-02-26 at 04:49

As a side note, you may have to right click (or hold) and choose to view the image on its own to see it 1:1 as most things are going to resize to a set size depending on the browser or client. Particularly relevant with the CRT one which is meant to be viewed with integer resizing (though interpolation like advinterp2x is more friendly towards different resolutions as another point in its favor.)

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Descendants

Written by socks on 2024-02-26 at 04:56

@nazokiyoubinbou Thanks - I had to view the images 1:1 for the differences to really pop. At that scale, I think the blurring from advinterp2x doesn't keep up with the CRT shader. A lot of it may just be the context from the UI though - the sprite looks great both ways, but some of the details in the UI border and the stats boxes go hazy.

=> More informations about this toot | More toots from socks@mastodon.online

Written by Nazo on 2024-02-26 at 04:59

@socks Heh, I feel like I'm alone in preferring interpolation -- especially the more balanced ones that are a bit blurrier like this.

It is true that it has more blur than many do. There are a lot of FAR sharper interpolation filters. But I feel like games like these were designed to look more like this on screens of the time with just a bit of blending and such. Though it still doesn't handle dithering will (nothing but straight up blurring it does...) Kind of an in-between balance.

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Written by Nazo on 2024-02-26 at 05:03

@socks Here it is with advmame3x (which is a lot sharper.) Actually, most games IMO do a lot worse with a much more artificial look to them. This one seems to come out kind of not terrible. Most have much more artificial corners and angles that look weird IMO.

=> View attached media

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Written by socks on 2024-02-26 at 05:13

@nazokiyoubinbou You might have changed my mind on this. 😆 I'm used to thinking of good rendering/graphics as preserving detail, or at least delivering the "artist's intent" as clearly as possible. Somewhere I've forgotten artists change up their technique to make the most of the medium. Like cross-hatching, maybe the intent is that the details should fade, and some of the lines turn into suggested curves and shadows. With that mindset, advinterp2x is actually very good vs advmam3x and even CRT.

=> More informations about this toot | More toots from socks@mastodon.online

Written by Nazo on 2024-02-26 at 05:15

@socks Yeah, it's hard to really truly know the devs' intent, but we have to bear in mind with many things like the dithering effects they're trying to simulate more colors/details than the tech of the time was actually capable of.

You see a lot of it on the SEGA Genesis/Megadrive in particular. TONS of games on it tried to look like high color, high res 3D CG. They took advantage of the fact TVs generally blended the image a bit so the dithering blurs into colors outside the normal range.

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Written by Nazo on 2024-02-26 at 05:18

@socks But also I'm a bit trying to strike a bit of a balance between these things. I want a game to look sharper and clearer as if it was higher resolution, but I don't want to interpolate too far and make it look different from the original intent by too wide of a margin. For me the key here is striking the right balance of just a bit higher resolution and a bit sharper without going too far.

=> More informations about this toot | More toots from nazokiyoubinbou@mastodon.social

Written by pon on 2024-02-26 at 05:25

@nazokiyoubinbou @socks Personally I prefer the CRT one. The other one feels just too blurry, and the "rounding" doesn't add much to the image.

But to be honest, I don't even remember what a CRT screen looked like, or if the shader is even close for that matter. I don't remember a CRT having these scanlines, but maybe I'm wrong it my eyes were just too bad to notice them :D

=> More informations about this toot | More toots from spinning_bird@mstdn.games

Proxy Information
Original URL
gemini://mastogem.picasoft.net/thread/111995977416614299
Status Code
Success (20)
Meta
text/gemini
Capsule Response Time
301.043695 milliseconds
Gemini-to-HTML Time
2.916866 milliseconds

This content has been proxied by September (ba2dc).