charlequin
Banned
I don't know why so many people insist that they didn't see scanlines on their CRT's back in the day.
I'd say half because most people had a poor quality signal that blurred out that kind of detail, and half because people hear "scanlines" and think of the hideous shit you got in emulators 10 years ago.
Quick quwstion, how did you get that sweet looking CRT effect on those screens?
It's a shader called crt-easymode (by NeoGAF poster Easymode!) applied in the multi-emulator system called RETROARCH. Thread here will get you all set up.
While agree that "meant to be seen" can't apply it to the clean frame data like that, I don't entirely agree with "building assets around CRT displays" narrative.
I don't really see how this is even in any dispute. People who worked on pixel art games back in the day tested their images on TVs (like in that Sega video linked upthread) and relied on the effect to give depth to images. Yes, displays varied quite a bit, but the general characteristics of CRT display on color, luminosity, and sharpness were pretty consistent, and their perceptual effect lines up with things artists would typically want (greater perception of depth, the mental insertion of fine details in places where it's only suggested by a few pixels, etc.)
Given that there was no method of display in 1985 that even came close to what a nearest-neighbor scaled-up shot looks like on an LCD today, I definitely don't think one can make the claim that it's how games were "supposed" to look.