> > Let the flame war begin! > > http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/ > > > > Nah, I found it interesting to read. > > "Evidently, even some retro game enthusiasts want to get rid of pixels so badly that > they would rather have a computer smear the art like runny makeup than appreciate the > pixel art for what it is." > > This guy here. This guy right fucking here. He says what I've been saying for the > better part of a decade and a half about all these shitty smoothing algorithms. > You're trying to smooth something that was never intended to be smoothed in the first > place.
Agreed. The shader/post-processing algorithms that I find myself liking the most always have been either basic interpolation or, if available, a CRT simulation. Particularly with the Sega Genesis as many developers used field blending to create more colors where there originally was none. Very neat. The SNES used this to a lesser extent, but I know that artifact on Atari 8-bit has been really maximized by more recent developers (see Project M, the Atari 8-bit Wolf3d 'clone').
I don't feel the work that folks like Blargg have put into recreating CRT monitors gets its due credit. It's truly the best way to play games designed for systems that were made during the CRT era.
Eagle, SuperSAI, XBR, etc... they can all go to hell and have _ALWAYS_ looked like shit. Just like playing CPS1 games in 16:9 AR. Argh does that rub me the wrong way.
|