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New Algorithm to Depixilize Pixel Art is Magical.

jamska

Neo Member
I'll be curious to see how bad it chokes up a SNES emulator running it at any respectable resolution. Overall I can't wait to see this thing motion. The retro-authentic look certainly has its appeal, but what can I say? That filter is some damn fine work.
 
I quite like this new vector stuff, but I'd really like to see it render animation to see if it would work in an emulator. I have my doubts (i'm a cynic). Great for producing some nice artwork, though.
 

Margalis

Banned
If you want to filter pixel art to look better on modern TVs adding some sort of color bleeding to mimic old CRT displays is the only path that really makes sense. Trying to smooth the pixel art and remove the pixels always looks blotchy and strange, you can't turn a collection of square pixels into smooth lines, it just doesn't work.

You have two real options: either display the art as-is, or display it the way it would look on an actual CRT.

The CSI "enhance" comparison is exactly right. You can't add detail that isn't there, and a 20x20 grid of pixels is not enough to even guess at artist intent.
 

Sqorgar

Banned
Margalis said:
You have two real options: either display the art as-is, or display it the way it would look on an actual CRT.
So what it wrong with displaying the art "as-is"? Somehow you don't want a bleeding edge LCD screen to show square pixels?
 

Johnny

Member
TheExodu5 said:
Oh, I found the screenshot of the work in progress filter a guy was attempting a while back:

zeldaaq.png

This looks amazing outside of the curvature, what emulator/filter is this?
 

ToD_

Member
What people often tend to forget is that simply outputting to a CRT won't exactly make their games look the way they "should". First of all, for low res games you'll want a 15Khz monitor. Not a 31Khz (pc crt monitor)!!! The best picture you can get is an RGB signal from your console, pc or arcade board. The important bit here is to run your games at their native resolution. I've seen people hook up their pc with s-video to their tv and have it output a 640x480 signal. So basically you're stretching/scaling your (snes example) 256x224 game to a much higher resolution, the same as you would with your LCD screen. You won't get your "240p" picture that way, and won't have your beautiful REAL scanlines.

Anyone that uses emulation on their PCs and wants to get a faithful/crisp picture should get a monitor/tv with an RGB input, and download the software soft15khz to allow your video card to output all those lovely resolutions. It's a wonderful thing :)

So I spent the last half hour trying to take pictures of my Sony PVM-2530 displaying some arcade games, but found it's insanely difficult to get pictures looking the way it actually looks!
 

Mik2121

Member
Hey guys, I'm pretty newbie at this so.. if I were to use the MaMe emulator or some nes/snes/whatever emulator, is there some way to connect it to a CRT monitor? I still got an old monitor laying around here that could become my "retro gaming booth" :p Though I would also need some controllers too.. (or just two arcade sticks and leave it for Mame stuff only).
 

Orayn

Member
Mik2121 said:
Hey guys, I'm pretty newbie at this so.. if I were to use the MaMe emulator or some nes/snes/whatever emulator, is there some way to connect it to a CRT monitor? I still got an old monitor laying around here that could become my "retro gaming booth" :p Though I would also need some controllers too.. (or just two arcade sticks and leave it for Mame stuff only).
If you can hook up your CRT and the desired controllers to the PC that's running MAME, you can play games on that monitor. It might take some fiddling with display settings, but that's not too difficult.
 

ghibli99

Member
Lord Error said:
What's not to understand? You've seen that Metal Slug RGB filter screen? If you have the option to play it like that, or play it like this:

http://i54.tinypic.com/23kuc3.jpg

Either of these is what your LCD monitor would upscale it to if you just stretch it into full screen, so why wouldn't you want to play it with that RGB filter instead? It makes it look a lot more natural and, less eye searing (or nauseatingly blurry like in second example)

It's not like anyone's saying they hate modern 3D graphics or anything, it's simply wanting to make the old games look less crappy on today's monitors.
I *love* it looking like that. It's like that moment when I first pumped my consoles into a Sony HiScan CRT or the first time I played my DC via VGA Box. Or remember how amazing the screenshots looked in those old issues of DHGF? They made your actual game purchase look like crap because it didn't look anywhere near as perfect as they did in their magazine. I'm a sucker for solid, clean, vibrant, square pixels.

To the point of the OP, I think that filter actually does a decent job at figuring out the intent of the original pixel art. I wouldn't use it, but technically it's pretty cool.
 

Margalis

Banned
So what it wrong with displaying the art "as-is"? Somehow you don't want a bleeding edge LCD screen to show square pixels?

I have no problem with that, I'm just saying that trying to mimic a CRT look based on how CRTs actually work is a valid approach to me. As-is is faithful to how the game was made, an approach that mimics CRT is faithful to how the game looked at the time and was meant to be displayed.

An approach that tries to smooth is attempting to create something out of nothing.

Edit: Personally I never use any filters, don't see then need.
 

Platy

Member
Loved the MAME filter .... good to have this OPTION when i want.

About the oficial topic .... i REALLY want to see how it afects more high res pixels like Guilty Gear or Street Fighter 3
 

TheExodu5

Banned
Sqorgar said:
So what it wrong with displaying the art "as-is"? Somehow you don't want a bleeding edge LCD screen to show square pixels?

For computer graphics yes. For gaming however, see how many people prefer plasmas, as they don't display square pixels.
 

orioto

Good Art™
Sqorgar said:
That is the most beautiful thing I've ever seen. Why would anyone want to mess with that?

I don't get this snobish "big pixels are so sexy" fad...
Pixel art isn't a big pixel porn. Its meant to be tiny, dense and highly detailled. Metal Slug is meant to be viewed at a small size, where its characters seems round and sharp...
 

Lord Error

Insane For Sony
ghibli99 said:
I *love* it looking like that. It's like that moment when I first pumped my consoles into a Sony HiScan CRT or the first time I played my DC via VGA Box.
Most people used ~20" CRT monitors for DC with VGA, which were capable of native 640x480 resolution though. Even on LCD, 640x480 is not so bad.

Older games however were all at around 320x200, and when you stretch that to 1920x1200 on a larger sized monitor, the pixels become such huge blocks that all the gradient dithering efforts are lost, and at times things look like a random moving mess, where it's hard to even tell what some shapes are supposed to be. Adding some softness and color bleeding like that CRT filter does, actually helps your eyes resolve the shapes.

Also, it's undeniably false to say that pixel artists were not designing with this added CRT bluriness in mind. There's plenty of obvious examples where various dithering techniques were used to create gradients or transparencies, as they knew things would look smooth in the end product where you can't see each individual pixel.

All that said, nearest neighbour blocky upscaling is my 2nd favorite option generally, and even preferred in some cases. I like these shape recognition/vector upscalers too with a few games only (Yoshi's Island for example)


gingerbeardman said:
I quite like this new vector stuff, but I'd really like to see it render animation to see if it would work in an emulator. I have my doubts (i'm a cynic). Great for producing some nice artwork, though.
That's still a problem with all these vector filters, they only operate on still images, so you have these smooth looking objects jumping on your screen 6 pixels at a time whenever there's any movement.


TheExodu5 said:
For computer graphics yes. For gaming however, see how many people prefer plasmas, as they don't display square pixels.
One of the many good things about plasma, considering that console games are still mostly not running at 1080p and/or have low levels of AA.
 

TheExodu5

Banned
Easy_D said:
Even shit like this makes me feel horrible inside. "Upgrading" with filters looks shit, but degrading the IQ on purpose, why? Nostalgia? Preference I guess, but personally I hate any sort of filter.

Do you hate anti-aliasing as well? Anti-aliasing is basically a fuzzy logic filter.

Filters are not a bad thing. They just need to be designed and used properly. A bad filter can ruin an image, but a good filter can often improve things.
 

Sqorgar

Banned
orioto said:
I don't get this snobish "big pixels are so sexy" fad...
Fad? I've been a pixel artist for nigh on twenty years now and I've found that my work has only gotten more popular and more appreciated as an art form. Why hell, when I started my webcomic, nobody even knew the term "pixel art". They all called it a sprite comic. I had to knock a few heads around, but the distinction was made and now people appreciate the art form for what it is.

Pixel art isn't a big pixel porn. Its meant to be tiny, dense and highly detailled. Metal Slug is meant to be viewed at a small size, where its characters seems round and sharp...
Not even remotely true. Has nothing to do with the size of the pixels. It's about the composition of pixels and color selection. It takes a lot of skill and talent to be able to produce something like Metal Slug. Great pixel art looks great at any size.
 

bon

Member
Bomberman doesn't look too hot there. They managed to totally mess up his facial expression, which is pretty amazing considering it's Bomberman.
 

Alexios

Cores, shaders and BIOS oh my!
Looks shit and is probably worse in motion with every frame looking different with varied outline width and what not...
 

Rpgmonkey

Member
ninjaurbano said:

This is really random and off-topic (not that it's particularly on-topic anymore), but can someone tell me the name of this game?

I remember renting it years and years ago and it occasionally pops into my head even though I can't remember the name.
 

Narag

Member
Rpgmonkey said:
This is really random and off-topic (not that it's particularly on-topic anymore), but can someone tell me the name of this game?

I remember renting it years and years ago and it occasionally pops into my head even though I can't remember the name.

Equinox.
 

SHAZOOM

Member
I like Scanlines with my Emulation. The Filter in the OP is the complete opposite of what I want in my emulators.

Not a fan of curvature filtering, though. So I guess I'm in the middle.
 
KittenMaster said:
CRT and blurry monitors are definitely how pixel art was designed back then and the best way to hide pixels without ruining art design. However; we need to keep in mind that filters like this don't really give us a proper replacement.

As someone who used to do pixel art in Deluxe Paint, I painted for the given palette and for the PC monitor I was painting on. The failures of thousands of different flickering CRT tvs were the least of my concerns.

I was well aware though of dithering to blend colours to the eye and that every pixel counted went working at resolutions of 320x200 or lower. This all said, filters that attept to blend are awful. In my opinion pixel art should be seen as the artist who painted it saw it on their computer monitor, or at worst, with regular non colour bleeding or ghosting artifacting scanlines.
 

mrgone

Member
SHAZOOM said:
I like Scanlines with my Emulation. The Filter in the OP is the complete opposite of what I want in my emulators.

Not a fan of curvature filtering, though. So I guess I'm in the middle.

Curvature's a bit much, I agree. I really liked it in Final Fight Double Impact as they took the time to model out the whole cab, so it looked natural and awesome. But in most situations it's a bit excessive.
 

TheExodu5

Banned
I don't find that to be a particularly pleasing CRT shader. Scanlines are too pronounced, and the colors don't have the NTSC bias. The gain is a little too low as a result of the scanlines.

edit: I guess I'm just sitting too close...doesn't look too bad from a distance. Gain still feels a little low though (or rather, non existant, resulting in a significantly duller image than the original). Easily fixable, though.
 
TheExodu5 said:
I don't find that to be a particularly pleasing CRT shader. Scanlines are too pronounced, and the colors don't have the NTSC bias. The gain is a little too low as a result of the scanlines.

edit: I guess I'm just sitting too close...doesn't look too bad from a distance. Gain still feels a little low though (or rather, non existant, resulting in a significantly duller image than the original). Easily fixable, though.

In bsnes, you can also use this CRT shader with the NTSC filter, at the same time.

WzJJV.png
 

lobdale

3 ft, coiled to the sky
Tain said:
Hideous. People should instead be talking about the new MAME D3D9 HLSL filter, now part of official MAME.

y1ppJDAIJGnm9KL1vWy4YAvVpgdIaY9f5pFOEmvZNAl-jgI9kVBcQtHFPmABCuf-COPHX-qDm0wzI5qgKtSMhTLjWnFxJ-GA0Qy

Holy shit that is beautiful. Now an official part of Mame since when? Is it in MAMEUI? How to enables?
 
lobdale said:
Holy shit that is beautiful. Now an official part of Mame since when? Is it in MAMEUI? How to enables?

I need to know this! I've got MAMEUI 0.142u4 and have edited my .ini file with settings found on a MAME-centric forum.

nothing. no visible difference. I've relaunched MAME after the edit etc.

*confused*
 

Lord Error

Insane For Sony
Warm Machine said:
As someone who used to do pixel art in Deluxe Paint, I painted for the given palette and for the PC monitor I was painting on. The failures of thousands of different flickering CRT tvs were the least of my concerns.
Even the PC and Amiga monitors of that time had some fuzziness around pixels and non-perfect square pixels, unlike today's LCDs. It was very different looking at a pixel art on them, compared to an LCD.
 
Lord Error said:
Even the PC and Amiga monitors of that time had some fuzziness around pixels and non-perfect square pixels, unlike today's LCDs. It was very different looking at a pixel art on them, compared to an LCD.

I used to paint on an old IBM CRT monitor in 256 color VGA. The pixels didn't blend color together in 1991. The only thing that was bad was the dot pitch on those screens depending on your monitor. Sure, they were not perfectly accurate but they were not as raw as a tv screen. Between unfiltered raw dot for dot perfection and interlaced, rasterizer, ghosted, bleeding, RF cable output I'll take the modern unfiltered perfection.
 

Tellaerin

Member
Roto13 said:
But see, here's the thing. These filters just take existing pixel art and make it look worse. Even if this filter makes it look less bad than other filters, it's still screwing it up. It's like saying "Well I want to make a cake but I can't afford frosting so I'll just shit all over it instead."

You don't need any basis besides the original sprite to really redraw a sprite in this world of beautiful hand drawn HD sprites.

Try redrawing a few thousand of them by hand, from scratch, in high-res. On a tight deadline. When you've done that, get back to me. Maybe then you'll see firsthand why 'this world of beautiful hand drawn HD sprites' is so fucking empty nowadays, and why something that can be used to automate part of that process and save artists a crapton of time might be handy.

And whether or not those filtered sprites look 'a lot worse' than the originals is debatable - just the responses in this thread alone prove that. I think they'd provide a decent base to work from, and could look pretty damn good with some manual cleanup and tweaking.
 

KevinCow

Banned
FoxSpirit said:
You are probably too young nd don't play enough retro because I can't fathom liking the look stuff like Final Fantasy VI gives off unfiltered.

Oh fuck off.

Lord Error said:
What's not to understand? You've seen that Metal Slug RGB filter screen? If you have the option to play it like that, or play it like this:

http://i54.tinypic.com/23kuc3.jpg[IMG]

or this:

[IMG]http://i51.tinypic.com/jhf2oy.jpg[IMG]

Either of these is what your LCD monitor would upscale it to if you just stretch it into full screen, so why wouldn't you want to play it with that RGB filter instead? It makes it look a lot more natural and, less eye searing (or nauseatingly blurry like in second example)

It's not like anyone's saying they hate modern 3D graphics or anything, it's simply wanting to make the old games look less crappy on today's monitors.[/QUOTE]

I would easily choose the first one. I don't understand why people want to blur it, add little black lines between every row of pixels, and deform the picture so it's fatter in the middle outside of "That's what it looked like on the shitty TV I played them on as a kid."

It's pure nostalgia.
 

Princess Skittles

Prince's's 'Skittle's
This is why black and white films were colorized back in the day. Complete and utter lack of understanding and appreciation for the source material.

Lord Error said:
The problem is, graphics of yesterday looks too blocky on new displays which are simply too good for it.
That is NOT a problem. At all. Never was. Never will be.

Lord Error said:
http://i54.tinypic.com/23kuc3.jpg
That.. is beautiful art.

Anybody that wants to mutilate that art probably should stick to man murder games on HD systems with excessive bloom lighting. Because that "looks good" on their modern displays.

ghibli99 said:
I *love* it looking like that. It's like that moment when I first pumped my consoles into a Sony HiScan CRT or the first time I played my DC via VGA Box. Or remember how amazing the screenshots looked in those old issues of DHGF? They made your actual game purchase look like crap because it didn't look anywhere near as perfect as they did in their magazine. I'm a sucker for solid, clean, vibrant, square pixels.
Yup. Anybody that had a quality display and properly hooked up equipment "back in the day" will appreciate just how clean and crisp you can get these beautiful art games looking unfiltered today.

orioto said:
I don't get this snobish "big pixels are so sexy" fad...
Fad. Cute. Nice way to insult all of the talented people that worked meticulously drawing out complete worlds and characters on graph paper or dot by dot zoomed in at 16x to get the perfect image.

orioto said:
Pixel art isn't a big pixel porn. Its meant to be tiny, dense and highly detailled. Metal Slug is meant to be viewed at a small size, where its characters seems round and sharp...
I guess you never had a 32" Sony Trinitron TV during the heyday of the SNES and PS1's delicious 2D masterpieces or seen one of those giant tournament sized arcade machines showing off Street Fighter III?

I mean.. it's a disgrace, those games are only meant to be enjoyed on 13" TVs from Goodwill through an RF connection.
 

Salsa

Member
Just the other day i played Turtles in Time on my 26 inch HDTV

No filters, and i even played the last half of the game with the image stretched to fit

It looked beautiful, if you ask me.
 

bob_arctor

Tough_Smooth
ninjaurbano said:
More details about this CRT shader, that can be used with bsnes: http://filthypants.blogspot.com/2011/05/more-emulator-pixel-shaders-crt-updated.html

I would love to use these (I tried them out) but I still can't find a way to get rid of the horrible screen tearing I get in bsnes using Opengl or even Direct3D. I always use the Contra 3 opening cinematic, when the words "Alien Wars" starts scrolling by, to gauge it.

I've actually resorted to using DirectDraw just to eliminate it entirely which is the lesser of two evils because then I have to deal with the built-in bilinear filter that can't be turned off AFAIK cuz I'm running Windows 7.
 

Lord Error

Insane For Sony
KevinCow said:
I would easily choose the first one. I don't understand why people want to blur it, add little black lines between every row of pixels, and deform the picture so it's fatter in the middle outside of "That's what it looked like on the shitty TV I played them on as a kid."

It's pure nostalgia.
It's not nostalgia, and I explained why in the followup post. Your eyes have a much more natural job of making out that something is supposed to be a human character out of that Rastan sprite on screen posted above, than they would if the sprite was built out of 6x6 perfectly square blocks.
 

TheExodu5

Banned
Princess Skittles said:
I guess you never had a 32" Sony Trinitron TV during the heyday of the SNES and PS1's delicious 2D masterpieces or seen one of those giant tournament sized arcade machines showing off Street Fighter III?

I mean.. it's a disgrace, those games are only meant to be enjoyed on 13" TVs from Goodwill through an RF connection.

I'm not a fan of the Mame shots posted...I think they emulate too many CRT flaws in my eyes. However, the FF VI shot I posted rounds the pixels a bit, adding color bleed, and outputs the NTSC gamut. The colors are the most important to me...the FF VI screenshot in raw form looks dull and digital. The NTSC filtered one looks significantly more natural. Color bleed is an important aspect of displaying pixel art naturally. With completely square pixels, a lot of that suggested detail is lost. Circular shapes give the best example of this, as they are significantly aliased on an LCD, but look far less aliased on a CRT, giving the impression of greater detail.

I do own a 27" Sony Trinitron, and have my SNES hooked up through S-Video, and I configured FF VI to look as close to the TV output as I could on the emulator. And no, the pixels are absolutely not squared on the CRT. The color bleed is very minimal, but it is as well in my emulated shot.
 

Drkirby

Corporate Apologist
KevinCow said:
Oh fuck off.



I would easily choose the first one. I don't understand why people want to blur it, add little black lines between every row of pixels, and deform the picture so it's fatter in the middle outside of "That's what it looked like on the shitty TV I played them on as a kid."

It's pure nostalgia.
I can see the want for an adjusted color pallet though, some game's colors were tailored to be viewed on NTSC TVs. I can't see why people want curvature and scan lines though.

In the context of mame though, I seen no reason to have adjusted colors, since they used RGB Monitors which didn't have the color issues of NTSC TVs. At best you just need to lower the brightness if you want to simulate some age (My old CRT Monitor does that naturally )
 

TheExodu5

Banned
Yeah, the colors on NTSC are significantly altered from the source material, and the source material usually factors this. Try mastering a DVD for NTSC, and you'll be really surprised at how it displays on NTSC as opposed to a 5400K monitor.
 
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