• mtlvmpr@sopuli.xyz
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    3 days ago

    My aim was never to emulate but to play. Blur filters are something that I won’t be using.

    • jarfil@beehaw.org
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      18 hours ago

      The good ones aren’t “blur”, they’re “subpixel rearrange”.

      It takes about 4x4 square pixels to emulate the subpixels of a single round one… just like it takes about 4x4 round pixels to emulate the subpixels of a square one.

      • mtlvmpr@sopuli.xyz
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        13 hours ago

        But do they still look like blur? That’s the only thing that matters. Ray tracing is also cool but if my frames die because of it, it gets disbled.

        • jarfil@beehaw.org
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          12 hours ago

          All pixels are a “blur” of R, G, and B subpixels. Their arrangement is what makes a picture look either as designed, or messed up.

          For rendering text, on modern OSs you can still pick whichever subpixel arrangement the screen uses to make them look crisper. Can’t do the same with old games that use baked-in sprites for everything.

          It gets even worse when the game uses high brightness pixels surrounded by low brightness ones because it expects the bright ones to spill over in some very specific way.

          • mtlvmpr@sopuli.xyz
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            10 hours ago

            That’s still some Vsauce level reaching that “we don’t actually even see anything”. The tech doesn’t matter when playing and if it looks blurry, then it is blurry.

            • jarfil@beehaw.org
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              5 hours ago

              The tech changes things completely. There are practical examples in other comments.