What I mean is that more often than not, 2D games (at least retro-style ones that aren't built on vectors or whatever) are played at a resolution where the 2D art is upscaled/zoomed in. So if you're playing a game at, say 1080p, and the 2D art itself is zoomed in maybe 2-4x at a scale where the individual pixels are more easily discernible, if that game also uses tech like dynamic lighting, then that lighting is usually rendered natively at 1080p, making the lighting smoother and transition seamlessly across the pixels, which kind of breaks the uniform fidelity of the presentation. I think it would look more consistent if the lighting was instead essentially quantized to the same scale the pixel art is presented in.
Ah, I see. It happens in 3d as well, for example, the diffuse reflection of the
sphere (see last animation of mine) renders arbitrarily smooth for any distance.
And indeed, there is a mismatch, for, if I get closer to the sphere (assuming no
filtering of the texture) I will start to see the pixels of the texture (which is
what I want), yet the shades, stemming from the lighting computation, are utterly
smooth - not matching the resolution of the 2d asset. Good point for bringing
that up! Will put it on my list and see how I can address it.