The Effect of CRTs on Pixel Art

(datagubbe.se)

37 points | by tobr 1 day ago

5 comments

  • fasterik 58 minutes ago
    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.

    • pvillano 15 minutes ago
      Ironically, pixel art today is the affordable default for indie games.
  • TulliusCicero 1 hour ago
    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.
    • WCSTombs 56 minutes ago
      It's very hit or miss. Abylight Studios (Super Hydorah, Cursed Castilla) seems to do them pretty well, but then I've seen some that left me wondering how they ever made it past QC. (I won't name them because it's been a while and I don't want to name the wrong game.)

      I want to point out though that it's impossible for any CRT filter to have a peak brightness that's not significantly lower than without the filter, since it can darken pixels but not brighten them past what the maximum already is.

    • swozey 52 minutes ago
      I know someone who uses a CRT filter for vscode... I thought that was just a meme theme we all downloaded and clicked once to check it out then turned it off but he likes it along with his exploding text characters, forgot the name of that, powerblock or whatever. His vscode triggers my ADHD like trying to read a too busy restaurant menu, literally can't absorb anything.
  • layer8 54 minutes ago
    Follow-up article: https://datagubbe.se/crt2/
  • AdeptusAquinas 36 minutes ago
    This seems a bit focused on a specific era of pixel art games AND CRTs. For me, nostalgia was things like Master of Magic or Civilization 1/2, and I played those on CRTs attached to PCs, not in an arcade - the pixels absolutely did not blend together into rounded shapes due to fuzzy scan lines.
    • mrob 18 minutes ago
      The article is about SD CRTs (480i for NTSC or 576i for PAL, or more commonly for games 240p/288p progressive scan using non-standard timing, often underscanned with pixels left unused in the borders).

      VGA MS-DOS games usually ran at 320x200, but VGA CRTs supported up to 640x480 resolution. There was hardware line doubling from 200 lines up to 400 lines so you actually got two scanlines per pixel. It wasn't LCD sharp but the individual pixels were easily distinguishable. And lots of people played these game on SVGA CRTs so the pixels would be even sharper.

  • cubefox 34 minutes ago
    The article contradicts itself for some reason. First it repeats the popular myth that CRTs made the image fuzzy, then it clarifies that this was mostly caused by RF or composite connectors. Which would produce similarly fuzzy results on LCDs or OLED screens. As the article points out, CRTs connected via S-Video or SCART did look quite sharp. The same is true for PC CRTs connected via VGA or similar.