[HN Gopher] The effect of CRTs on pixel art
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       The effect of CRTs on pixel art
        
       Author : zdw
       Score  : 145 points
       Date   : 2024-07-31 02:57 UTC (1 days 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.
        
         | naikrovek wrote:
         | The "warmth" is X-rays.
        
       | 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.
        
         | pieix wrote:
         | Agree completely. For me, the author missed the mark with:
         | 
         | > modern, blocky pixel art often is a kind of misdirected,
         | anachronistic nostalgia.
         | 
         | All of _my_ pixel art nostalgia comes from the 240x160px LCD
         | Game Boy Advance and crystal clear blocky 16x16 sprites.
        
       | 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
        
         | aidenn0 wrote:
         | Here's a good comparison from roughly what TFA calls the golden
         | age of pixel art on the SFC. Note particularly the messed up
         | aspect ratio of the latter. Also Look at Guinevere's dress in
         | the opening movie, particularly while she is running; there is
         | no AA used in it, but the CRT gives is a more organic look.
         | 
         | CRT: https://www.youtube.com/watch?v=e9QhG2KU6A4
         | 
         | Not CRT: https://www.youtube.com/watch?v=8V2IG0makoo
        
         | vardump wrote:
         | That's a VERY high-end CRT monitor, not really representing
         | what 99.9% of people had to use.
        
       | 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).
        
               | scheeseman486 wrote:
               | You're not wrong that's the OSSC Pro has most of the same
               | feature set, but that deeply undersells the headline
               | feature the RT4K has, particularly given the OP wants
               | something that properly emulates the visual
               | characteristics of a CRT. For that, it's impossible to
               | beat the RetroTINK 4K. Matched with a 4K OLED it's CRT
               | shaders are uncannily real looking.
        
               | snvzz wrote:
               | Not him, but the main feature of OSSC and OSSC Pro is
               | them being Open Source Hardware proper.
               | 
               | I own OSSC and have enjoyed its flexibility, and the
               | improvements it got over time and does continue to get.
               | 
               | Getting a OSSC Pro is in my TODO.
        
             | unwind wrote:
             | Just to save folks a whole click or two, it's $750 which
             | does seem ... steep but I'm not into retro computing (yet,
             | a part of my brain feels like adding). I've heard it
             | mentioned on Youtube ("8-bit guy", I think) but never
             | looked it up, thanks GP.
        
               | 6SixTy wrote:
               | Here's my 2 cents: no one needs that kind of stuff. Retro
               | can be free, and only reason you would want to break out
               | your wallet is if you really care that much about things
               | beyond the game.
        
       | wodenokoto wrote:
       | When I see pictures and video from 8 and 16 bit era Nintendo
       | development, they draw their sketches on checked paper and
       | transfer to work stations with professional monitors.
       | 
       | This doesn't square with the idea that they optimized for cheap
       | TVs, with rectangular pixels.
        
         | RodgerTheGreat wrote:
         | In some cases, developers used grid paper with rectangular
         | cells sized to match the aspect ratio of rectangular pixels on
         | the intended display.
        
         | 6SixTy wrote:
         | Be careful mentioning pixels next to the word 'CRT', as you'll
         | get people parroting that CRTs have no real pixels even though
         | it's more complicated than that which would be disingenuous
         | being condensed.
        
         | doctorpangloss wrote:
         | Yeah but you're talking about primary source documents from
         | real developers, aka knowledge. Can you somehow turn this into
         | a 5 page long intellectually self edifying blog post about your
         | personal brilliance?
        
           | throwup238 wrote:
           | How self-edifying would you prefer, on a scale of 1 to
           | Wolfram?
        
         | xcv123 wrote:
         | It does square with it. The analogy is in music production.
         | Professional music studios use high end expensive studio
         | monitors with flat frequency response. It's a reference point.
         | From this reference point they can optimize the mix to sound
         | good on other speakers that don't accurately represent the
         | frequency range.
        
         | Dwedit wrote:
         | Some developers used graph paper, other developers drew the
         | graphics using the actual hardware on a TV. Plot the pixels
         | while zoomed in, but see the real thing live on a TV.
         | 
         | To make drawing on actual hardware work, you either used
         | battery-backed memory, or you used a connection to a PC.
        
         | vardump wrote:
         | Tooling wasn't static, but improved over the years.
         | 
         | The first games might have been checked paper sketches and
         | might not have been so CRT optimized.
         | 
         | Even in the eighties, nothing prevented a Nintendo game
         | developing team from using Amiga (or PC) Deluxe Paint for
         | drawing the graphics. (They had also other specialized systems
         | in Japan for pixeling graphics.)
        
         | burnte wrote:
         | Because they weren't. The exact same art techniques used for
         | 320x200 res games have been used for centuries in other media.
         | Pixel art was most like tile mosaics, which also use dithering,
         | and around for millennia. We designed pixel art that way not
         | because CRTs looked like that, but because we had to pack
         | maximum communication in those pixels. Yes, CRTs had a
         | softening and blurring effect. We didn't really talk about that
         | back then because it was obvious, and it wasn't something we
         | had the ability to turn off or on, it was simply a fact of the
         | technology.
         | 
         | No one designed differently for monochrome monitors with higher
         | resolutions, or for the nascent LCD technologies of the day
         | either. Every single article that says what this article says
         | is literally just inventing a story.
        
         | bernawil wrote:
         | yup, honestly this whole take is so tired. Its a factoid pulled
         | out of nowhere.
         | 
         | and the counterexample is easy: the gameboy launched with LCD
         | screens and games definitely where meant to look blocky. The
         | pokemon games are perhaps the most influential nowadays in
         | terms of pixelart style and show all examples of it: the very
         | blocky styles of the overhead view and the more detailed
         | pictures of the pokemon. They also cover the 8-bit and 16-bit
         | era with the gameboy advance.
        
       | mdp2021 wrote:
       | CRTs enrich their content through their qualities as a medium;
       | the article notes some level of the content definition - but not
       | in depth with regard to the design qualities of the content.
       | 
       | To indicate remarkable cases of the latter, I suggest you
       | consider (after the article wanted to oppose Maniac Mansion and
       | Mayhem in Monsterland) _Monstro Giganto_ (C64, year 2022, uses
       | the original character set in the C64 ROM).
       | 
       | https://pirates-of-zanzibar.itch.io/monstro-giganto
        
       | raldi wrote:
       | Last year I was playing Super Mario Bros on an NES on a CRT for
       | the first time since my childhood, and was blown away at how cool
       | the shining coins and question-mark blocks were. They look like
       | polished brass in bright sunshine. Somehow this effect is
       | completely lost on a modern display.
        
       | causality0 wrote:
       | Not all developers are/were equal. Some of the comparison shots
       | between the raw bitmap and the CRT image can be absolutely
       | shocking with talented artists.
       | 
       | https://x.com/CRTpixels/status/1408451743214616587?lang=en
        
       | paol wrote:
       | An article to the same effect, but with more example images:
       | https://wackoid.com/game/10-pictures-that-show-why-crt-tvs-a...
       | 
       | There are several instances where you can clearly see the artists
       | not merely "living with" the CRT rendering but actually using it
       | to their advantage: the eyes resulting from a single red pixel in
       | the Castlevania picture, the smooth gradients in the Streets of
       | Rage picture arising out of just 3 or 4 colors...
        
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