[HN Gopher] Yesterday's Pixels, Today
       ___________________________________________________________________
        
       Yesterday's Pixels, Today
        
       Author : luu
       Score  : 168 points
       Date   : 2024-08-16 00:50 UTC (2 days ago)
        
 (HTM) web link (nas.sr)
 (TXT) w3m dump (nas.sr)
        
       | hettygreen wrote:
       | I like the trick of rendering in a small resolution and then
       | scaling it back up without anti-aliasing and stuff. I wonder if
       | there's any way to do chunky pixel static websites like that just
       | using CSS in the same way?
        
         | JKCalhoun wrote:
         | Yeah, not sure. Rendering first to an HTML5 Canvas, but how to
         | render CSS, etc. to a Canvas is beyond me. Maybe just a lot of
         | custom CSS/HTML to give the appearance: https://www.vcfmw.org
        
           | rikroots wrote:
           | The terrible, very cheaty way to do it is to screen capture a
           | website from a browser tab, and display it in another browser
           | tab inside a canvas element with some form of pixelize filter
           | applied.
           | 
           | https://scrawl-v8.rikweb.org.uk/demo/dom-019.html
        
         | jdiff wrote:
         | Short answer: Not really.
         | 
         | Long answer: Sorta, with a lot of overbearing caveats.
         | 
         | Normal HTML elements cannot be rendered this way, there's no
         | way to disable AA when drawing and no way to disable bilinear
         | (or similar) filtering when scaling. Things will lose
         | resolution, but they'll blur rather than chunk.
         | 
         | Image elements and canvases CAN be scaled to preserve pixels.
         | Anything you draw to a canvas can be kept chunky, but you'll be
         | writing your own rendering routines because the browser does
         | not know how to lay off the AA.
         | 
         | There's probably some treachery you can pull off through SVG.
        
           | zamadatix wrote:
           | Example of some SVG treachery (getting an exact retro style
           | this way would be difficult to say the least)
           | https://codesandbox.io/p/sandbox/pixelate-page-demo-dt6w0
        
             | jdiff wrote:
             | Heads up, Firefox doesn't like SVG filters being applied to
             | the root element, but the body element works just fine.
             | 
             | Pretty impressive effect, seems tricky to tame though.
             | Where's this gingham pattern bubble up from?
        
       | jtolmar wrote:
       | Going as far as adding lines support to Blender gltf export is
       | quite a flex! And it looks really good on the Ferris wheel.
        
       | megablast wrote:
       | Looks great, but is there a video??
        
         | wffurr wrote:
         | You can play it: https://nasser.itch.io/restricted-airspace
         | 
         | I did not find any videos.
        
       | malet wrote:
       | All of the twitter links are broken for me
        
         | zimpenfish wrote:
         | Seems like the posts were deleted. Sadly don't seem to be in
         | the Wayback Machine either.
        
         | lelanthran wrote:
         | They're broken for everyone. It seems that each new internet
         | generation needs to learn the hard way that linking to walled
         | gardens (FB, twitter, reddit, etc) breaks their site.
        
         | ulfw wrote:
         | And nothing of value was lost. I hope people finally move on
         | from this 'X' shitshow.
        
           | layer8 wrote:
           | X being a shitshow is exactly why a lot of value was lost.
        
           | PhasmaFelis wrote:
           | > And nothing of value was lost.
           | 
           | Some presumably nice and relevant images were lost.
        
       | andybak wrote:
       | @dang - article needs a Oct 22 2019 date
       | 
       | (spotted this because the "unfinished Blender PR" mentioned was
       | merged several years ago)
        
         | latexr wrote:
         | @mentions don't do anything. If you want to reach dang, click
         | the contact link at the bottom and send an email.
        
       | wzdd wrote:
       | The final result looks great, but I found it even more convincing
       | limiting it to about 15 FPS: https://jsfiddle.net/9mksgbe6/1/
        
         | zamadatix wrote:
         | I don't know if it was an intentional choice or not but that's
         | pretty much the general performance range of Star Fox too.
        
       | ricardobeat wrote:
       | Just want to thank you for using actual low resolution rendering,
       | and not pixelated-looking objects on a high-res surface. This
       | looks great!
       | 
       | The way smooth parallax and sometimes different pixel sizes (!)
       | show up in "retro" games is a huge pet peeve of mine.
        
         | mistercow wrote:
         | Varying pixel sizes, pixels offset from their natural grid, and
         | even rotated pixels were actually not uncommon in retro games.
         | Take a look at just about any SNES game that did advanced Mode
         | 7 effects, like Pilot Wings or Super Mario Kart, and you'll see
         | examples of pixels being rendered at varying scales outside
         | their native resolution.
         | 
         | It's not the _same_ look as modern games, because the screen
         | resolution was much lower than what we have today, but to me,
         | high resolution rendering of transformed low resolution sprites
         | is a perfectly valid successor aesthetic. It 's not the same as
         | what a game would have looked like in the 90s, but as others
         | have pointed out in this thread, neither are crisp full-color
         | pixels rendered as perfect squares. It's all an interpretation.
         | 
         | On the other hand, what I cannot abide are "low poly" models
         | that use polygons other than triangles and convex quads. I will
         | die on this hill.
        
       | woolion wrote:
       | Ex-Zodiac is another Star Fox inspired game that was released on
       | Steam with big chunky pixels. It comes with the option to disable
       | the pixel filter to simply play with a clean low poly aesthetic.
       | I find the big pixels to be extremely tiring after only a few
       | minutes, so I find this option to be a game-changer (pun
       | intended).
       | 
       | Typing this I remembered "A short Hike" similarly had the option
       | to disable it and I also preferred it disabled. It wasn't as
       | important as it is slower paced though.
        
       | layer8 wrote:
       | Yesterday's pixels look quite different on today's screens than
       | they looked on CRTs of the time. In particular, "pixel-perfect
       | lines and points" weren't a perfectly sharp grid, but mixed up
       | and re-defined by the CRT's shadow mask and scanlines, making
       | them look more organic and less pixelated.
       | 
       | Look at this for example (CRT left, "perfect" pixels right):
       | https://cdn.xcancel.com/pic/orig/media%2FFQI0t9PacAALT14.jpg
       | 
       | Many more examples here: https://xcancel.com/CRTpixels
        
       | glitchc wrote:
       | I don't understand the love for _thick pixels_. The effect
       | clearly reflects the resource constraints of the platform. Is
       | there anything here beyond nostalgia?
        
         | layer8 wrote:
         | It's also false nostalgia:
         | https://news.ycombinator.com/item?id=41282225
        
           | tekknolagi wrote:
           | Not if you had LCD video games like on a Gameboy.
        
             | layer8 wrote:
             | The Game Boy is a bit of a different story, but its pixels
             | weren't as chunky because they had significant separating
             | lines, and the long LCD afterglow blurred anything in
             | motion, further supported by its low contrast. It's still
             | quite difficult to accurately emulate the appearance of the
             | real Game Boy screen on modern displays.
        
         | bogwog wrote:
         | It might have originated from specific technical constraints,
         | but it's a unique art style. Some people will like it, other
         | people won't. Nostalgia might be a factor in its popularity,
         | but people without nostalgia can (and do) fall in love with it.
        
           | glitchc wrote:
           | It's akin to falling in love with brutalist architecture IMO.
        
       | zamadatix wrote:
       | Yesterdays aesthetic wasn't thick chunky pixels with outputs
       | exactly matching the indexed palettes with wide color range.
       | Sure, resolution was low and color choice was limited... but so
       | similarly limited was the way we transmitted and displayed
       | things. These dithered polygon shadings turned into new colors,
       | the blocky details into new smooth shapes, and the colors overall
       | more muted than just popping the RGB value onto a modern screen
       | would suggest.
       | 
       | That's not to say this aesthetic is "bad" (I'm actually quite
       | fond of it and similar styles too) but just that it's absolutely
       | nothing like the emulated Star Fox screenshots being used as the
       | target suggest. If yesterday's pixels is the goal then this is
       | missing the main part of what made those pixels look the way they
       | did.
       | 
       | For those who haven't seen games like this on the typical
       | technology of the era: this is a photo of LCD output using a
       | similar path as taken here, a photo the same with a CRT emulation
       | shader, and a photo of an actual CRT (don't take this one CRT to
       | be gospel of what every CRT output from all of time looked like)
       | https://i.imgur.com/lo8ytRq.jpeg
        
         | bitwize wrote:
         | I know, right? It's like those people who listen to Zeppelin on
         | CD or -- ugh -- _streaming_ instead of how they were meant to
         | be listened to: on vinyl.
        
           | zamadatix wrote:
           | There's no right or wrong way to enjoy good content but if
           | you're goal is to recreate the original aesthetic then "Hey
           | Siri, play Stairway to Heaven remastered" isn't that.
        
             | dahart wrote:
             | Meh, the remastered version is what they wish they could
             | have done the first time, and what they would have done if
             | digital audio had been available. People have nostalgia for
             | the limitations of tape and vinyl and radio, but that's
             | what they were, limitations, not an aesthetic choice.
        
         | TacticalCoder wrote:
         | I was there and I think it's mostly fantasized that pixels were
         | _that_ different than the blocky pixels they were. I have a
         | (still working) real vintage arcade cab from the mid-eighties,
         | with an old, blurry CRT. It 's amazing to play on that vintage
         | cab (especially _Robotron 2084_ [1]) but it 's not because of
         | supposedly "blocky pixels not looking blocky".
         | 
         | It's amazing because the joysticks are amazing. Standing is
         | arguably cooler than sitting and then when things gets hectic,
         | you'll physically "move" (or let say "shake") the cab by
         | frantically going left/right/whatever.
         | 
         | In the case of _Robotron 2084_ it 's amazing because _nothing_
         | today offers the same gameplay: you need two 8-directions
         | joystick, on to move in one of 8 directions and the other
         | joystick to _fire_ in one of 8 directions. They don 't make it
         | like that today, unless you play a Robotron clone using actual
         | arcade joystick. And even then: you better have a full-sized
         | cab if you want the experience to be even more fun.
         | 
         | Sure, we had scanlines and whatnots but it was still very close
         | to blocky pixels shown today on a modern flat monitor without
         | any shader (for example without artificially recreating the
         | look of a CRT).
         | 
         | Also the "blockiness" of them pixels back in the days was
         | highly dependent on how old your CRT was.
         | 
         | It's not as if there was "one correct bluriness" induced by
         | CRT. Every CRT brand / age / model had different
         | characteristics.
         | 
         | To me the "supsension of disbelief" was there. For example I
         | remember playing _Sundog: The Frozen Legacy_ on the Atari ST.
         | One of the best game ever made (by FTL, who then created
         | Dungeon Master, which is basically the ancestor of all FPS
         | games). When I was playing Sundog, I was a rogue space trader
         | buying low /selling high, gun fighting in cities, etc. And I
         | remember it as... Very blocky [2].
         | 
         | [1] https://en.wikipedia.org/wiki/Robotron:_2084
         | 
         | [2] https://en.wikipedia.org/wiki/SunDog:_Frozen_Legacy
        
           | zamadatix wrote:
           | Another thing that was/is very hard to replicate on common
           | modern setups is that feeling of instant feedback you can get
           | from quality (certainly not all) games at the time. The
           | inputs were polled, there was no room for a 3 frame output
           | buffer even if someone had wanted one, the displays didn't
           | add a bunch of image processing time on top of it. You press
           | fire and things fire, you dodge right and you move right. It
           | wasn't truly instantaneous but it tended to be a lot better
           | than a typical console+TV setup today (even in "game mode" on
           | the TV). Worth noting Star Fox in particular was not one of
           | these games... it was... struggling to do the output 3D at a
           | fast or consistent rate even with the extra chip :). Again,
           | not that all games were like this just it can be hard to
           | replicate the feel of the ones that were with different
           | technologies. Run-ahead is one way to bridge the last bit of
           | that gap on many average systems these days.
           | 
           | And you're 100% right there is no "correct blurriness" for
           | CRT. When I say "don't take this one CRT to be gospel of what
           | every CRT output from all of time looked like" I mean it -
           | some CRTs, particularly for computer style displays instead
           | of TV style displays, were relatively sharp. And a high end
           | barely used CRT from the late 90s is probably a lot less
           | blurry than a low end and heavily used one from the early
           | 80s, everything else equivalent about them. That said, Star
           | Fox had expectations of both being output on consumer TVs as
           | well as through the SNES video output which wasn't
           | particularly sharp itself anyways.
           | 
           | Another classic example of this in home game consoles is the
           | waterfalls in the Genesis era Sonic games. If you play them
           | on a modern display it looks more like a sharp set of blue
           | and white door bead curtains. If you play it on a typical CRT
           | television it looks more like shimmering water falling (not
           | perfectly but the bright single pixel whites are not so
           | perfectly contrasted and there is some blur between the
           | vertical lines with the background instead of a straight
           | alternation).
        
           | Minor49er wrote:
           | >In the case of Robotron 2084 it's amazing because nothing
           | today offers the same gameplay: you need two 8-directions
           | joystick, on to move in one of 8 directions and the other
           | joystick to fire in one of 8 directions
           | 
           | This kind of gameplay is known as a "twin-stick shooter" and
           | is a popular genre even today. Most of the biggest consoles
           | have had two sticks on their controllers for decades that
           | have enabled this style of gameplay
        
           | nox101 wrote:
           | Maybe I have different visual perception than you but playing
           | Super Metroid or Zelda: A Link to the Past, in a emulator
           | with crisp square pixels looks nothing like it did on a CRT.
           | 
           | There are tons of articles on the difference. Here's the
           | first one I found, googling. It gives a good example of the
           | difference
           | 
           | https://wackoid.com/game/10-pictures-that-show-why-crt-
           | tvs-a...
           | 
           | I went to a museum exhibit once where they were showing old
           | consoles connected to LCD displays. It was infuriating to me
           | how they where effectively disrespecting the art but not
           | showing it the way it was at the time. It would be no
           | different than if the Louvre replaced all their paintings
           | with giant LCD displays of the same paintings.
        
           | CasperH2O wrote:
           | > In the case of Robotron 2084 it's amazing because nothing
           | today offers the same gameplay: you need two 8-directions
           | joystick, on to move in one of 8 directions and the other
           | joystick to fire in one of 8 directions. They don't make it
           | like that today, unless you play a Robotron clone using
           | actual arcade joystick.
           | 
           | One could argue they do, these types of games are referred to
           | as twin stick shooters. You can play them on modern PCs with
           | modern gamepad that have two directional joysticks.
           | 
           | Two of my favorites are Enter the Gungeon and Brigador.
        
         | mikae1 wrote:
         | What shader's that? Tried CRT-Royale[1]?
         | 
         | [1] https://emulation.gametechwiki.com/index.php/CRT-Royale
        
         | raytopia wrote:
         | On home consoles smoothed pixels were common due to CRTs but
         | for the handheld world sharp pixels were the reality. So if you
         | played any 3D DS or GBA games the output would look similar to
         | the results in the article just with a larger color palette.
        
           | zamadatix wrote:
           | This is a good point, handhelds were indeed sharp (barring a
           | rabbit hole about temporal smearing on some of the ancient
           | Gameboy era ones). That said, they were actually pretty
           | visually sharp too, not really the chunk-ified aesthetic you
           | see added here. E.g. the GBA was 240x160 in 2.9" so ~100 DPI.
           | To display that in the same aesthetic on the modern web you
           | can just render 1x since it assumes about the same
           | virtualized render density (96 DPI). If you blow it up to
           | have chunky pixels as here it's again not about the original
           | aesthetic and more about creating a cool pixelated render.
        
             | philistine wrote:
             | All devices with the name Game Boy have some level of
             | temporal smearing. It's just that the newer devices'
             | display lag might not be perceived by everyone.
        
       | lulzury wrote:
       | Very cool style! I wonder if one could further reduce some of the
       | constraints (i.e. # colors on palette), maintain the pixelated
       | style, but improve overall aesthetics.
        
       ___________________________________________________________________
       (page generated 2024-08-18 23:01 UTC)