Not crt and not 240p, but looks good none the less.
Elliot Quest
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Can anyone post screens of Wii games ? I'm thinking of hopping on Craigslist and grabbing a good CRT.
DKC on SNES to Panasonic BT via RGB.
DKC on SNES to Panasonic BT via RGB.
Click to enlarge
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Decided to play around with CRT filters in Freedom Planet using SweetFX.
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And heres a comparison gif, the process of giffing it messed up the effect a bit but it gives an idea:
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I would love to play this game on an actual CRT.
CRT filter makes it look like an entirely different game in a good way.
I don't know why all pixel-art indies don't use this (at least as a toggle) by default. Or is this complicated/resource intensive to implement?!
Once you go HLSL, you can't go back.
Well, I can't.
For the first time, playing Rolling Thunder, Last Duel, Black Tiger etc etc etc. looked like the real thing. Felt like the real thing.
Not only that, the authentic look sparked memories from those years like a particular smell would.
But enough with nostalgia.
I have a question for you.
I just bought a Pipo X7 (on presale, i don't have it yet) which will be used as a retro - mame machine, for the most part.
That thing has an Intel Atom Z3736G Quad Core (2.15 Ghz) and a Gen 7 Intel HD GPU.
Will it be able to run late 80's and 90's games with HLSL ?
Will HLSL work at all ? i briefly tried MameUI32 on my wife's T100 to have an idea (T100 has much lower clocked CPU though) and i couldn't get HLSL to work. Is it GPU dependent ? maybe i just needed to install DX, which i am not sure were installed and didn't think of trying ?
For the less informed (e.g. me), what's HLSL?
Indeed.... There are a lot of variables there and it's easier to just do no implementation than to do one that is exactly what you like ...
Indeed.
From my understanding, if you want to make scanlines look really good on
modern video games (played on a non-CRT), you need to design the game right
from the start with scanlines in mind. But that's not all. The right scanline
effect needs to be agreed upon before the artist is even starting.
Per pixel shaders the GPU takes care of, emulating (and doing a f'n great job at that) the look of a crt screen on a flat panel.
Includes aperture grille, screen curvature, flickering scanlines, defocus, motion blur, phosphors life (for example, emulating those old monitors in which phosphors -typically the green ones- stayed 'lit' slightly longer than red and blue, giving moving things a very slight green trail) and a very convincing bloom effect in several passes. All these settings can be tweaked to almost perfectly emulate the look of a good CRT, or that of an old and dying one if that's what you used to play Black Tiger on.
there
Before and After
need to view full size to appreciate the difference
Per pixel shaders the GPU takes care of, emulating (and doing a f'n great job at that) the look of a crt screen on a flat panel.
Includes aperture grille, screen curvature, flickering scanlines, defocus, motion blur, phosphors life (for example, emulating those old monitors in which phosphors -typically the green ones- stayed 'lit' slightly longer than red and blue, giving moving things a very slight green trail) and a very convincing bloom effect in several passes. All these settings can be tweaked to almost perfectly emulate the look of a good CRT, or that of an old and dying one if that's what you used to play Black Tiger on.
there
Before and After
![]()
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need to view full size to appreciate the difference
Per pixel shaders the GPU takes care of, emulating (and doing a f'n great job at that) the look of a crt screen on a flat panel.
Includes aperture grille, screen curvature, flickering scanlines, defocus, motion blur, phosphors life (for example, emulating those old monitors in which phosphors -typically the green ones- stayed 'lit' slightly longer than red and blue, giving moving things a very slight green trail) and a very convincing bloom effect in several passes. All these settings can be tweaked to almost perfectly emulate the look of a good CRT, or that of an old and dying one if that's what you used to play Black Tiger on.
there
Before and After
need to view full size to appreciate the difference
Mind sharing some of your work? Are you still doing graphics for games or... (did tons of sprites and backgrounds for a few amiga games back in the day - that never saw the light of day but were previewed on TGM and the likes and received glowing praise for their graphics) ...
I think we have to go full circle to get close to those antics again in... Your resources, in terms of resolution and colour depth, were so limited, that you had to use CRTs' shortcomings to your advantage. ...
I've wrote something similar in another thread over here at gaf which fits... A lot of the time, you would basically rely on optical illusions. Design sprites around colour bleeding and bright colours blooming, use scanlines to make the perceived vertical resolution higher than it really was, choose adjacent colours so that the RGB dots wouldn't clash (or would, depending on the effect you wanted to achieve) use darker colors when you needed to draw something to look sub-pixel sized..
...
One part upon construction of the NTSC composite video format was to make Y
and C overlap to such a degree (stressing the spectrum space to its maximum)
such that the resulting interference (cross-luma/chroma) would only produce
weak objectionable artifacts which won't be recognized while sitting at the
design viewing distance. Well, dot-crawl was a design decision to counteract
the interference to some degree by carefully adjusting the color carrier
frequency. For, the eye will average the dot-crawl at the designed viewing
distance. This is pretty much what Peltz is observing (as he wrote above). Yet
with the advent of video consoles dot-crawl has increased a bit because the
video consoles produce fully saturated colors next to each other which require
more spectrum bandwidth making the interference stronger. Now we have two
choices to counteract the increased cross-luma/chroma interference. Either we
lower the bandwidth of the Y and C decoding filters, producing lower
resolution in Y and C, or we desaturate the colors of the image at the
transmitting end. Obviously, method one wasn't an option, but method two is.
So as a graphican of old video consoles you could control the interference by
carefully choosing the saturation levels of your colors. This wasn't known to
many, since it was a more technical thing. But some knew it and even used it
for creating new colors which weren't possible by the consoles, in arranging
dot patterns of saturated colors to let the interference produce a new color.
...
Sux! Put on the mask again!Then, i saw my graphics on a good PC monitor and i felt miserable. They looked nothing like what i had been working on for so long.
Guess you got it alright with all the scanlines for your game at a givenWow, seems like a gigantic headache.
But certainly explains why almost nobody is doing it.
Guess you got it alright with all the scanlines for your game at a given
(design) resolution. There are still some more problems to face. For example,
scaling the games' output picture afterwards (by a TV scaler whatsoever) will
destroy the effect entirely making your game look trash. Most modern
hardware, having lots of screen estate, or the various internet portals for
that matter, will scale your graphics as they see fit. Hence, if you don't
have precise control of the final output resolution, you run the risk of
people seeing distorted images of your game, something an indie developer
(given that many of them are artist today) can't really welcome. And there is
still another problem. Scanline perception has ultimately something to do
with the viewing distance. Hence, everyone will see them a bit differently.
Basically, one would need to account for this (the viewing distance) as well.
Something the developer has no access to in advance. Incorporating such
measure would require the player to enter real physical data (picture high,
viewing distance, etc.). Of course, some standard settings can be incorporated
ahead of time etc., but you can already see that the problems pile up quickly.
Mind sharing some of your work? Are you still doing graphics for games or
O![]()
As a pixel "artist" (did tons of sprites and backgrounds for a few amiga games back in the day - that never saw the light of day but were previewed on TGM and the likes and received glowing praise for their graphics) i can tell this is true, for good 16bit era pixel art at least.
Your resources, in terms of resolution and colour depth, were so limited, that you had to use CRTs' shortcomings to your advantage. A lot of the time, you would basically rely on optical illusions. Design sprites around colour bleeding and bright colours blooming, use scanlines to make the perceived vertical resolution higher than it really was, choose adjacent colours so that the RGB dots wouldn't clash (or would, depending on the effect you wanted to achieve) use darker colors when you needed to draw something to look sub-pixel sized..
Then, i saw my graphics on a good PC monitor and i felt miserable. They looked nothing like what i had been working on for so long. Those Super Contra before and after HLSL i quoted above will give you a good idea.
Edited the OP to quote eso76's post about being a16-bit pixel artist. Hope that's cool with him/her.
Go get them! Next to their fine art they could server as a reference when youI would love to.
Unfortunately everything is still stored on Amiga floppies. Well, assuming they still even work, that is, which I somehow doubt. I've been meaning to store those files on something less volatile, before hundreds of hours of pixel crafting went lost, but I still haven't gotten round to doing so. And since it's been 15 years, I'm afraid I'm like a decade late.
Shame.
Sounds cool! What happened to the team?We were working on 3 games
An unnamed SF2 clone, which started as a game based on hokuto no ken before turning into something we could actually sell, eventually.
Far too ambitious for a single person working on the graphics though, when I quit only one character was finished, 2 were missing several frames and there were idle animations and concept sprites for a couple more. 4 backdrops (each consisting of 2 16 colour layers for parallax). The little there was was playable.
A top down racer, looked a lot like Trash Rally on NeoGeo.
Featured a 2D replica of the track in Ridge Racer. Which is why it was cleverly titled Thorne Racer (ha ha ! Got it ? Ridge/Thorne..."the bold and the beautiful" was huge back then). Somewhat playable.
T-Type. Side scrolling shmup. Contrary to what the working title might suggest, not a r-type clone. More like forgotten worlds, starring some kind of dark angel. Very interesting title on paper and in my head, never made it past early testing but I had lots of sprites and bits of scenery I was proud of. Thought I'd share more details but its kind of pointless when I can't provide anything playable or even watchable. I'm sure people would fund the hell out of it on kick starter though.
As far as I remember, they were all going to run on Amiga 1200.
We soon became overwhelmed, far too ambitious projects for 3 students and an Amiga 1200. Especially since I wouldn't settle for anything less than Capcom CPS1 era quality pixel art, which, with the tools I had (deluxe paint) was incredibly time consuming.
Have you done also some 3d stuff or knowledge of, i.e. of low poly, lowDid a lot of stuff on C64 as well but "16 bit" is when things hit a sweet spot for me.
This is why this is the best looking screenshots thread on neogaf, for me.
Haven't done anything since.
I know what you mean. Well, I think there will be a comeback of it (sort of),I suppose when I moved to pc , the increased resolution and virtually unlimited palette (and moving away from CRT's) took all the fun away. I didn't like the results on PC monitors, everything required a different approach and philosophy. it just wasnt my thing and i lost interest.
Cool. Some clips to watch?These days I'm a video maker and doing motion graphics.
Indeed, pixel art faces the same issues.Which is perhaps why indie devs who make pixel art should just include a native 240p mode so long as it doesn't destroy the gameplay or presentation. That's really the most malleable solution.
Per pixel shaders the GPU takes care of, emulating (and doing a f'n great job at that) the look of a crt screen on a flat panel.
Includes aperture grille, screen curvature, flickering scanlines, defocus, motion blur, phosphors life (for example, emulating those old monitors in which phosphors -typically the green ones- stayed 'lit' slightly longer than red and blue, giving moving things a very slight green trail) and a very convincing bloom effect in several passes. All these settings can be tweaked to almost perfectly emulate the look of a good CRT, or that of an old and dying one if that's what you used to play Black Tiger on.
Beautiful!
I love HLSL on MAME. I feel like nothing comes close.
By the way, what HLSL settings do you use? Thanks.
Bancho, what game is the first pic?
Go get them! [...]. Skipping those pix would be a loss.
Sounds cool! What happened to the team?
Have you done also some 3d stuff or knowledge of, i.e. of low poly, low
texture, fake transparency, halftone/dither shading etc.? That's what I'm into,
on a technical level.
Cool. Some clips to watch?
Eh, I don't know if I can be called that, I was just doing the graphics for games that never saw the light of day, and I have nothing to back this up.
I know I spent a good 15 years doing graphics for c64 and Amiga games that never were, (trying to replicate capcom's circa cps1 and earlier peculiar style and thinking I had become rather successful at that) like many others.
It's good enough for me, and many others. Most of us never even tried to make pixel art, let alone had it featured in a magazine. Any magazine scans of the raw unfiltered stuff?
Indeed almost perfect results. Only issue being a moiré effect (from screen pincushion effect) I can't get rid of.
Should have mentioned, not my pics and I use diff settings which need to be tweaked for different games based on year and country.
These are from this thread
http://shmups.system11.org/viewtopic.php?f=6&t=45026
Poster NUeda did a lot of research on the subject, goes into detailed explanations too but haven't really had the time to read the entire thread
Should probably be added to OP, most comprehensive source I've found on the subject.
Possible.Hey missile are you typing on a 240p screen?![]()
Ha, yeah, doing it by hand is quite cumbersome. But the technique is greate... Dithering yeah I was doing tons. By hand. Not sure if that's the kind of dithering you mean.
Capcom circa CPS2 era used lots of it.
Not a fan of it, but with 16 colors you didn't have much choice
Well you could design your backdrops to use small graphics elements arranged in tiles and repeated, but when you had large elements and surfaces to 'paint' your best bet was to artificially double your palette by using dithering. And painting large surfaces with chequered patterns. click..click...click..click..
Quite interesting. You drew the MGS guy in the last link from above?I currently do videos for internal, informal communication and private events for the 'oldest surviving bank in the world'.
These are the only ones available to the public afaik: did some (not all) of the vids in this playlist
like this one
But you won't see motion graphics here, that's for internal use infographics only and can't be divulged, I'm under some kind of NDA..
I can show you a few random frames of stuff i did in the past i have handy, including motion graphics, illustrations, shorts etc. Won't show in img tags because i'm derailing the thread !
Eh, average stuff. But like a friend of mine (one of the most famous ad writers and creators in my country and a pretty great guy) used to tell me "your works only tell us what you did, not what you could do".
Just got my New 3DS (regular size). Since there's no screen protector on it that can screw up the pics this time, here are clean shots! Woo!
edit: note that this time I haven't cleaned the camera lense lol ...but the dust sprinkles aren't as bad as here.
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Shovel Knight
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None of the standard (hardware) filters will solve that problem, even not ifIndeed almost perfect results. Only issue being a moiré effect (from screen pincushion effect) I can't get rid of. ...