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In reply to post ID 2152
Subject: pixel bleeding
The main thing I've noticed that CRTs did so well which LCD seems to struggle with (even with a strong backlight) is the general glow that exudes from the image. This seemed to bleed the pixels together so that two colors became three or four or more shades, particularly noticeable in 8-bit games which had limited palettes. With LCD and CRT computer monitors you tend to see things so perfectly that the pixels no longer bleed together and you realize how low resolution and low color it always was.

Also the scanline effect in emulators has never looked right to me. I get what it's trying to do, but I rarely noticed the scanlines on a real TV until I got rather close up to it, and even then I had to focus on the screen rather than the graphics behind it. For some reason I just don't like the artificial scanline effect in any emulator I've tried, even when it's only set to about 25%. Maybe it just shouldn't darken the image so much?

[Edited by NFG: Two posts into one]
This post was edited on 2011-03-04, 16:09 by Unknown user.
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Member since May 2011 · 2172 posts · Location: Brisbane
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Much ado has been made of colour blending lately, but it seems to me the effect was less an attempt to generate additional colours than a byproduct of crappy signal formats (RF or composite video) that just got mushy with the pixel boundaries. 

You're right about the scanlines, but there are many points to cover on both ends of the story, why you never noticed it before, why it sucks to emulate it, etc.  Best solution is just to keep an old CRT kicking around.
BLEARGH
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I'm also well versed in the progression from CRT gaming to LCD technology. I used to make my own RGB cables for the SNES and Genesis, and hook them up to my wells gardner arcade monitor. That's still the best display you'll ever see for theses systems in my opinion.

Nowadays with emulation, I've become what I call a 'Pixel Purist'. This means I think all those filters like '2xsai' and 'bi-linear' look like utter crap. I prefer direct-scale multiples of the source resolution, and NOTHING by way of filtering.

Now I used to be a big fan of simulated scanlines, but very few emulators could get it right. They would either offer scanlines on a lopsided scaling job (ruining the whole point), or they would only offer 50-50 proportionate scanlining. I recall the only really decent attempt at offering scanline simulation was with the new version of Mame where you could create your own filter. I would set the display to a direct-scale multiple (which is suprisingly hard to get emulator authors to understand what that means), and then apply my own 75-25 scanline filter. This made the graphic lines 3x the size of the black lines stacked between them.

Eventually I got to where I just play with pure, sharp, direct-scale-multiple output on my LCD displays without any scaline simulation. Once I got used to it, I found I just couldn't go back to scanlines. I recently purchased a 55 in LED LCD set and have my emulation piped through it now. Everything I play is carefully set to proper scaling. NES & SNES get  4xscaled, while Genesis/Master System get an on-the-fly resolution switching at 4xscale courtesy of Kega Fusion's 'Expert Settings' options in it's ini file. Arcade games also get whichever maximum direct scale still fits withing my monitor's native resolution.

I actually still keep on-hand a CRT set for when I get really nostalgic, but usually I'm too lazy to break out my crates of consoles and cartidges. When you find the right emulation programs that fit your obessive needs, it just becomes so much more convenient to play them instead. My personal choices:

Sega 8/16 family: Kega Fusion (expert settings ftw)
NES: Nestopia
SNES: bsnes (flawless emulation, with the ability to perfectly sync the video timing so no frame skips ever occur while the sound never skips a beat. Requires skill in setting up, but I love the results, and no other emulator for any system has this unique ability)
Arcade: MameUI64
PC Engine: Ootake and Magic Engine
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