The Effect of CRTs on Pixel Art
The article examines how Cathode Ray Tubes (CRTs) affect pixel art, noting their ability to smooth low-resolution graphics while discussing artistic techniques and the importance of signal quality in display.
Read original articleThe article discusses the impact of Cathode Ray Tubes (CRTs) on the appearance of pixel art, highlighting how CRTs can smooth out the blockiness of low-resolution graphics compared to modern flat screens. It references a TikTok video by user "mylifeisanrpg," which illustrates the differences in visual data between raw Nintendo sprites and their CRT-rendered counterparts. The author agrees that modern pixel art often misrepresents the nostalgic qualities of older graphics, but emphasizes that the relationship between pixel art and CRTs is more complex than mere fuzziness.
The piece explains various artistic techniques, such as dithering and anti-aliasing, which were developed to enhance graphics on limited 8-bit systems like the Commodore 64. It argues that while CRTs can enhance the viewing experience, they do not completely mask the inherent blockiness of early graphics. The author also posits that the 16-bit era, characterized by systems like the Amiga and SNES, represents a true golden age of pixel art due to improved hardware capabilities.
The article concludes by discussing the importance of signal quality in displaying pixel art on CRTs, noting that RGB connections yield the best results. It also touches on the unique effects of CGA color blending, which relies on composite video signals rather than the CRT itself. Overall, the author asserts that while CRTs enhance pixel art, the techniques used in creating the art are crucial to its quality, regardless of the display medium.
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- Many commenters appreciate the unique visual qualities of CRTs, noting how they enhance pixel art through blurring and color blending.
- There is a critique of modern pixel art techniques, with some arguing that they often lack the sophistication of older styles.
- Several users share personal nostalgic experiences with CRTs, emphasizing their emotional connection to retro gaming.
- Discussions highlight the technical aspects of CRTs, such as resolution and signal quality, and how they differ from modern displays.
- Some commenters express a desire for CRT emulation technology to replicate the nostalgic effects of CRTs on modern screens.
There are several instances where you can clearly see the artists not merely "living with" the CRT rendering but actually using it to their advantage: the eyes resulting from a single red pixel in the Castlevania picture, the smooth gradients in the Streets of Rage picture arising out of just 3 or 4 colors...
> When it comes to computer screens, there are always two resolutions involved: the one produced by the computer, such as 320x200, and the dot pitch, or "dots per inch", of the screen proper.
The fun thing about CRTs is that there's always more things affecting resolution, like spot size (PVMs/BVMs and their narrow spots made interlacing more obvious) and amplifier bandwidth (if you run at a high enough hsync rate, you can get horizontal blur because the electron gun changes brightness slower than once per phosphor).
As I understand, 320x200/240 on a VGA monitor is actually line-doubled because VGA cards and displays can't take hsync rates below 30 kHz. This can be seen in your Duke Nukem 3D screenshot if you watch the source video, switch to 4K resolution, and zoom into the HUD or main screen. Line-doubling affects the appearance of pixel art in complex ways (taking it partway to how a LCD would look with blocky pixels, you've said later in the article it looks "basically as crisp and blocky").
Even among VGA monitors, the same resolution can look different; my newer VX720 has sharper focus (a smaller spot size) with visible gaps at 640x480 (and even faint gaps up to 1024x768), while I didn't see any scanline gaps in the Scandisk section of the video, even when I could make out phosphors.
Articles like this (and /r/CRTgaming over on reddit) always seem to forget that devices like the Game Boy existed. I put hundreds of hours into Pokemon Sapphire, so I can pretty safely say that my nostalgia for crisp pixel art isn't "misdirected".
The fact that some old games were designed with CRTs in mind doesn't mean that others weren't, or that one rendering is inherently better than the other.
I like the article's illustration of the variable CRT aspect ratios, though. It's easy to forget that "pixels" weren't always perfect squares like they more or less are today.
This doesn’t square with the idea that they optimized for cheap TVs, with rectangular pixels.
I know that a real CRT would be the best for my nostalgia vibes, but honestly they take up so much space. This theoretical product doesn't need to be perfect, just give me a few knobs to turn to adjust whatever settings are available, and inject vertical bars to fix the aspect ratio. I'd pay good money for such a device.
I'm more annoyed by games where the developer ignores constraints of pixelated graphics.
When objects are restricted to be placed on the same pixel grid, or when they don't have a uniform pixel size.
The worst is when objects are being rotated by rotating the sprite directly. Meaning you get rotated pixels.
My favourite consoles were always the different Game Boys, which used LCDs, not CRTs¹. Furthermore, I enjoy modern pixel art² more than I ever liked it in old games (that were new when I played them). Even comparing the examples of old games I still prefer the non-CRT look because I enjoy the clarity of how the sprite is made, it’s easy to learn from it.
So that’s your arguments out the window. Neither CRTs nor nostalgia shaped my appreciation for the medium, and I’m not alone. Pixel art is an interesting aesthetic, and it’s great to see games both adhering to its limitations and “cheating” to do effects that were impossible at the time.
¹ https://www.nintendo.com/en-gb/Support/Game-Boy-Pocket-Color...
Especially with the human forms, the eye sees details that just aren’t possibly really there.
https://www.datagubbe.se/pix/pixman.png
Or lot of pixel art games come from people who are coders first and not artists. So they may not really know of or how to apply those techniques.
CRT's resolution was so blurred and totally dependent on the user, not the programmer. I started with a black-white TV out on my VC 20 and many of my friends had to use family's old b-w TVs for their computers.
Colors blended a lot and what really made an impression was color cycling.
Later on many graphical artists made use of the color blending or blurring effect by mixing colors (dithering so to say). Everything was multi-color, hardly anything low res/hi res.
Later on, when sharper monitors specialized for computers were available, a shift towards hi-res appeared, blending was abandoned just to be revived with the bulky 4*4 FLI modes etc.
Hardware and artistry went hand in hand just to impress the audience. That's why some demos from the 80th nowadays look awful to some, but were the latest and coolest thing around, in regards to color action on screen.
Remember, action movies were not really CGI, no fast paced stuff - that came with the computers.
Such visual sleigh of working "stegography" code whose name has eluded me to date.
Its code is quite easily recreateable today but the diminishing supply of RGB-based CRT monitors has rendered this mode of stealthy delivery of info rather obsolete.
This approach does not use least-bit of an element of RGB for hidden data stream but more about neighboring RGB pixels creating a separate color particularly on the CRT screen in which to "draw" a picture or set of words.
The higher resolution of today's LCD monitor has now eluded our eye's perceptual resolution (although I could imagine someone getting up super close to a LCD screen to get such color-infused "messages".
Would escape nearly all stego detectors today due to lack of deep matrix (RGB mixing), no?
To indicate remarkable cases of the latter, I suggest you consider (after the article wanted to oppose Maniac Mansion and Mayhem in Monsterland) Monstro Giganto (C64, year 2022, uses the original character set in the C64 ROM).
No, the US didn't have SCART (well, they did, it just wasn't common). Instead, they had VGA (by far superior to SCART for RGB signals) and component (better for native YPbPr/YCbCr, such as most consoles used).
This "SCART is superior" BS is just a weird anachronism from retroheads and europhiles. PS2, GameCube, Xbox, etc all benefit more from component due to 480p support, everything before that generation benefits equally from SCART or Component (it just comes down to what you can get out of your console, SCART tends to be easiest), and everything after benefits best from HDMI (or DisplayPort, if it's supported).
I think everything here (the author and his sources) misses the point. Modern pixel art is not trying to create a faithful reproduction of how some arcade or home console might have looked.
Pixel art, certainly now, is just an art style like many others. If you need some demonstration look at actual pixel art games, they often freely use totally anachronistic methods, such as very complex shaders. Many don't even align different objects to the same pixel grid. Clearly the artists do not want their games to look like faithful recreations.
Criticizing modern pixel art not for its merits or lack thereof, but for not accomplishing a goal, it never set out to accomplish is ridiculous to be frank.
Related
How Cathode Ray Tubes Work. [video]
The video explores CRT display technology, dominant for 70 years before LCDs rose. CRTs use electrons on phosphorus screens, guided by electromagnets. Evolution from B&W to color displays is discussed.
Programming Like It's 1977
The article explores programming games on the Atari VCS, a pioneering hardware platform from the 1970s with constraints that inspired creativity. Coding in 6502 assembly language offers a retro experience. The Atari 2600+ release supports old hardware for modern gaming. Learning on the Atari VCS reveals early programmers' challenges and solutions, fostering creativity.
Apple II graphics: More than you wanted to know
The article explores Apple II graphics, emphasizing its historical importance and technical features like pixel-addressable graphics and sixteen colors. It contrasts with competitors and delves into synchronization challenges and hardware details.
Config 2024: In defense of an old pixel [video]
The YouTube video discusses the design and impact of the original iPod, highlighting features like the enclosure, hard drive, click wheel, and Chicago font. It also covers pixel fonts' role pre-vector fonts, VCR cultural significance, and caution on nostalgia.
Carving the Super Nintendo Video System
Fabien Sanglard analyzes the Super Nintendo's video system design, focusing on CRT technology, NTSC specifications, and the balance between technical constraints and creative solutions that defined its graphics capabilities.