this post was submitted on 10 Mar 2024
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[–] [email protected] 12 points 9 months ago (3 children)

Question that might sound dumb.

Were they actually this vibrant back then or were they made more vibrant to make up for limitations of a CRT?

[–] [email protected] 9 points 9 months ago (1 children)

Little bit of A, little bit of B. The sprites were also designed with CRT limitations in mind so they generally look better than they do on non-crt screens

[–] [email protected] 4 points 9 months ago (1 children)

Things like stippled dots or vertical lines especially would blur into each other making new colours or faking transparency.

Random video to demonstrate it. https://www.youtube.com/watch?v=IthGu6Ysmpc

But if your TV was too good, you wouldn't get the effect as much.

[–] [email protected] 1 points 9 months ago

Here is an alternative Piped link(s):

https://www.piped.video/watch?v=IthGu6Ysmpc

Piped is a privacy-respecting open-source alternative frontend to YouTube.

I'm open-source; check me out at GitHub.

[–] [email protected] 7 points 9 months ago

The system could only display 400-something colors at a time. Once you reduce the number of colors that can be used, you lose gradients so one color doesn't ease into another color. Due to this, art styles were typically different and used contrast to "pop" the characters and items visuals in game since being more realistic wasn't an easy (or possible) option.

Now that we can have millions of colors, you can do whatever style you want.

A similar thing happened as polygon counts went up.

[–] [email protected] 7 points 9 months ago

Nope, they weren't. But there were definitely differences whether you played on a Sony Trinitron or a cheap TV. Hell, I even played some games on black-white-TV when the color TV wasn't available.