Join the discussion

Write your take first — we'll ask for email only when you're ready to publish.

  • Hacker News
  • > Modern flatscreens all have fixed resolutions

    True by design.

    > and purely digital interfaces,

    True but not relevant. Even if you connected an LCD monitor over an analog interface like VGA or composite video, it would have to re-digitize the signal. The fact that a screen uses a digital interface can be designed independently of whether a screen has fixed pixels (LCD, OLED) or not (monochrome CRT with continuous phosphor, without shadow mask or aperture grille).

    > ensuring a fixed aspect (width-to-height) ratio

    True by definition because the pixels are pieces of physical hardware in the screens.

    > and completely square pixels.

    This is a design choice. Nothing prevents someone from designing an LCD or OLED matrix with non-square pixels. But there's also no good reason to do so. (Side note: Due to RGB striping, single-color subpixels have an aspect ratio of 1:3, so those are non-square.)

    Potentially useful trivia: Some image/video formats support declaring the pixel aspect ratio. Examples include PNG ( https://w3c.github.io/png/#11pHYs ) and Matroska.

  • Related, I usually hate CRT filters in game, the scan lines usually look too strong (and often the image is darkened inappropriately), but I really liked the one in Cyber Shadow. It just felt right.
  • I thought the Macbook Pro LCDs were bright enough, high-res-enough, and fast enough to make a very accurate CRT simulation. Here it is: https://github.com/baragona/crt-xdr

    It looks so much like a CRT to me. It looks like pressing your face up to a TV to see the individual phosphors. Try setting "signal" to dropped image and viewing some images. It looks like an old TV.

    Bottom line, whatever you think a CRT is doing, you can probably simulate it quite accurately.

  • Follow-up article: https://datagubbe.se/crt2/
  • > I also agree that modern, blocky pixel art often is a kind of misdirected, anachronistic nostalgia.

    Pixel art, for me, is the Gameboy Color and Gameboy Advanced which I never played on a CRDT.

  • It's not that CRTs were "forgiving", it's that designers leaned into what they'd do to pixels. A classic example is the tanks in Atari 2600 Combat - they look ridiculous on a hi-res screen. On a CRT they sort of look like tanks.

    I have a JAMMA cabinet at home. It has a CRT in it. I usually play on x-in-1 pirate emulator board. So I don't mind that not all the hardware is authentic. But it's important to me that the screen is authentic, or it all just feels wrong. The curve must be there, the scanlines must be there.

    I really get quite cross when you visit a museum and they've got retro games playing on flatscreen LCDs. Doubly so when it's meant to be a vector game.

  • > I don't know if the CRT version is taken from an actual CRT, but I doubt it - I actually think it looks too fuzzy. I may be wrong - it could be an effect of a close-up photo scaled up - but it's more likely a CRT approximation generated by a software filter on a modern machine.

    On both the NES and SNES, the pixels were so large that you could clearly see them even when using an RF adaptor. Each pixel was two scan lines, and wide enough that dithering was still very visible. The same goes for older games in the arcades up to (roughly) the early 1990s, (and I didn't spend much time in arcades after that.)

    Not to say that artists didn't take advantage of CRT quirks, but you needed a really $h1tty TV, (much worse than the ones that I and my friends had) if they were going to fuzz away the edges.

  • I like to think of modern pixel art as its own aesthetic and art form. It's designed to be viewed on high DPI LED screens, and that's fine. I don't think it should be judged by how it looks on a CRT.

    There's an undeniable charm to the older era of pixel art, and surely part of that is nostalgia, but I also think a lot of it comes from the fact that the economics and the hardware were a lot different. Up until the mid 1990s, the highest paid artists in the industry were working on pixel art games. The hardware was slow enough that there were real creative constraints, and we know that constraints often drive creativity.

Explore Birbla archives

The Effect of CRTs on Pixel Art (2024) · Birbla