this post was submitted on 21 Dec 2024
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Gaming

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[–] jarfil@beehaw.org 2 points 3 days ago (1 children)

The good ones aren't "blur", they're "subpixel rearrange".

It takes about 4x4 square pixels to emulate the subpixels of a single round one... just like it takes about 4x4 round pixels to emulate the subpixels of a square one.

[–] mtlvmpr@sopuli.xyz 1 points 3 days ago (1 children)

But do they still look like blur? That's the only thing that matters. Ray tracing is also cool but if my frames die because of it, it gets disbled.

[–] jarfil@beehaw.org 3 points 3 days ago* (last edited 3 days ago) (1 children)

All pixels are a "blur" of R, G, and B subpixels. Their arrangement is what makes a picture look either as designed, or messed up.

For rendering text, on modern OSs you can still pick whichever subpixel arrangement the screen uses to make them look crisper. Can't do the same with old games that use baked-in sprites for everything.

It gets even worse when the game uses high brightness pixels surrounded by low brightness ones because it expects the bright ones to spill over in some very specific way.

[–] mtlvmpr@sopuli.xyz 1 points 3 days ago (1 children)

That's still some Vsauce level reaching that "we don't actually even see anything". The tech doesn't matter when playing and if it looks blurry, then it is blurry.

[–] jarfil@beehaw.org 3 points 2 days ago (1 children)

The tech changes things completely. There are practical examples in other comments.

[–] mtlvmpr@sopuli.xyz 1 points 2 days ago (1 children)

I said that it doesn't matter. Only the end result does. There is no game I would play on a CRT simply because it looks worse. It's not an objective fact but my preference. I don't care how you are trying achieve the "CRT look" since it looks like shit and I don't want to see it.

[–] jarfil@beehaw.org 1 points 2 days ago (1 children)

Have you checked the examples...? I feel like we're going in circles. There are cases where the CRT looks objectively better, supporting examples have been provided, technical explanation has been provided... it's up to you to look at them or not.

If you wish to discusd some of the examples, or the tech, I'm open to that. Otherwise I'll leave it here. ✌️

[–] mtlvmpr@sopuli.xyz 1 points 2 days ago (1 children)

There is no "looks objectively better" since it's a subjective thing. I've seen those examples multiple times and they look as blurry as ever.

What makes you push this tech to these limits?

[–] jarfil@beehaw.org 1 points 1 day ago (1 children)

The objective part is in whether it matches what the creator intended.

Sometimes they intended crisp contours, like in ClearType; sometimes they intended to add extra colors; sometimes they designed pixel perfect and it looked blurry on CRT; very rarely they used vector graphics or 3D that can be rendered at better quality by just throwing some extra resolution.

Many artists of the time pushed this tech to these limits, "objectively better" is to emulate that.

[–] mtlvmpr@sopuli.xyz 1 points 1 day ago (1 children)

That's not better. That's more accurate. Is preference really this foreign of a concept to you?

[–] jarfil@beehaw.org 1 points 1 day ago (1 children)

If you call this "preference", then there's nothing to talk about. Like printing the Mona Lisa on toilet paper and calling it a "preference".

[–] mtlvmpr@sopuli.xyz 1 points 1 day ago

That looks bad sure but I wouldn't look at that closely anyway and the filtered one looks even worse. I have played that game without any filters and I didn't get any urges to use any. I have also played it on CRT but there wasn't any choice back then.