[HN Gopher] The Effect of CRTs on Pixel Art
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       The Effect of CRTs on Pixel Art
        
       Author : zdw
       Score  : 38 points
       Date   : 2024-07-31 02:57 UTC (20 hours ago)
        
 (HTM) web link (www.datagubbe.se)
 (TXT) w3m dump (www.datagubbe.se)
        
       | bitwize wrote:
       | CRTs just have a richer, warmer picture.
        
         | 73kl4453dz wrote:
         | For an even richer, even warmer picture, be sure to outline the
         | circumference of the screen in green Marker.
        
       | Dwedit wrote:
       | Let's not discount the years since 1997 when people actually did
       | play retro games on high resolution computer monitors, with big
       | chunky pixels.
        
         | blargey wrote:
         | Notably, pixel art has been developed for and played on LCD
         | screens since 1989 with the Gameboy.
         | 
         | Including the entire Pokemon series until its move to 3D, as
         | well as many ports and continuations of older "pixel art"
         | series originating on the NES/SNES.
         | 
         | The blockiness wasn't exaggerated, of course, but there wasn't
         | any CRT magic obfuscating it either, so that would change later
         | generations' experience of the medium.
        
           | scheeseman486 wrote:
           | For Gameboy, Game Gear, GBC and GBA in particular there's
           | pixel art and graphical effects that are often designed in
           | mind for the characteristics of the LCDs in those handhelds.
           | The slow pixel response is used to fake more shades of
           | grey/colour and fonts in games for the GBC/GBA often lean
           | heavily on the subpixel arrangement that ends up making them
           | look much worse if you simply scale the pixels up. As a
           | result most modern emulators have features that emulate the
           | LCD panels as well.
        
       | nyanpasu64 wrote:
       | I'm guessing the blur in the SMRPG Peach screenshot comes from a
       | combination of an out-of-focus camera shot of phosphors, and
       | possibly an older 2-PPU SNES's slow color transitions due to
       | flawed silicon design. I don't see any composite artifacts but
       | don't know if the image is RGB or S-Video.
       | 
       | > When it comes to computer screens, there are always two
       | resolutions involved: the one produced by the computer, such as
       | 320x200, and the dot pitch, or "dots per inch", of the screen
       | proper.
       | 
       | The fun thing about CRTs is that there's always more things
       | affecting resolution, like spot size (PVMs/BVMs and their narrow
       | spots made interlacing more obvious) and amplifier bandwidth (if
       | you run at a high enough hsync rate, you can get horizontal blur
       | because the electron gun changes brightness slower than once per
       | phosphor).
       | 
       | As I understand, 320x200/240 on a VGA monitor is actually line-
       | doubled because VGA cards and displays can't take hsync rates
       | below 30 kHz. This can be seen in your Duke Nukem 3D screenshot
       | if you watch the source video, switch to 4K resolution, and zoom
       | into the HUD or main screen. Line-doubling affects the appearance
       | of pixel art in complex ways (taking it partway to how a LCD
       | would look with blocky pixels, you've said later in the article
       | it looks "basically as crisp and blocky").
       | 
       | Even among VGA monitors, the same resolution can look different;
       | my newer VX720 has sharper focus (a smaller spot size) with
       | visible gaps at 640x480 (and even faint gaps up to 1024x768),
       | while I didn't see any scanline gaps in the Scandisk section of
       | the video, even when I could make out phosphors.
        
       | evaneykelen wrote:
       | Previous related discussion:
       | https://news.ycombinator.com/item?id=35115703
        
       | jbverschoor wrote:
       | This guy records games on a CRT
       | https://www.youtube.com/watch?v=eWv-rnSAzVw
        
       | titusjohnson wrote:
       | One piece of hardware I periodically search the internet for, is
       | a CRT emulation box. I want a piece of physical hardware I can
       | place between my 4-port RCA switcher, and an HDMI connected
       | modern TV, that emulates the display properties of a CRT.
       | 
       | I know that a real CRT would be the best for my nostalgia vibes,
       | but honestly they take up so much space. This theoretical product
       | doesn't need to be perfect, just give me a few knobs to turn to
       | adjust whatever settings are available, and inject vertical bars
       | to fix the aspect ratio. I'd pay good money for such a device.
        
         | scheeseman486 wrote:
         | https://www.retrotink.com/product-page/retrotink-4k
         | 
         | It does all of what you ask, plus a lot more. CRT filters that
         | emulate CRT shadow masks from different manufacturers, HDR to
         | boost the max brightness to emulate the phosphor glow, VRR to
         | allow for arbitrary refresh rates (useful for arcade
         | superguns).
        
           | titusjohnson wrote:
           | Oh excellent, that's exactly what I'm looking for! Not quite
           | impulse-buy territory but now I know what it'll take.
        
             | nyanpasu64 wrote:
             | As I understand, the OSSC Pro is significantly cheaper for
             | most of the feature set, while the RT5x and OSSC provide
             | varying feature sets (the OSSC only has a line buffer, not
             | framebuffer, which affects the resolutions it can output).
        
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       (page generated 2024-07-31 23:02 UTC)