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Gamasutra published an in-depth article last year on how the developer of Super Win the Game implemented a shader to emulate the scanline (and phosphor decay) o
by warfangle 10y ago
Gamasutra published an in-depth article last year on how the developer of Super Win the Game implemented a shader to emulate the scanline (and phosphor decay) of CRTs. It's eyeopening, and was the first time I realized why my emulated NES classics looked so different from what I remembered from my youth.
http://www.gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php http://www.gamasutra.com/blogs/KylePittman/20150420/241442/C...
- acqq 10y agoThanks! In short, this image summarizes: http://i.imgur.com/Pq2Yra4.png http://i.imgur.com/Pq2Yra4.png And if you ask how, the answer is: analog. Every transition was driven by the analog circuits, the phosphor response was analog. Analog all around, but especially to form the pixels one after another: all the transitions, response curves, persitences, dispersions working their own magic.