3 ms·
It's certainly an improvement over nearest-neighbor, but one thing it doesn't take into account is that pre-millennium pixel art was designed on and for CRT dis
by Causality1 6y ago
It's certainly an improvement over nearest-neighbor, but one thing it doesn't take into account is that pre-millennium pixel art was designed on and for CRT displays. If your goal in up scaling is letting modern audiences enjoy the art, you can't ignore that.
https://i.imgur.com/jd0M8jI.jpg https://i.imgur.com/jd0M8jI.jpg
- tobr 6y agoThat's not their goal, and they do take it into account, even cautioning against using the algorithm that way for that exact reason: > MMPX is sufficiently fast and high enough quality for run-time application in retro game/hardware emulators. Yet, we offer two cautions about using any filter in this manner. [...] true retro hardware and content was designed for cathode ray tube displays. [...] Artists created content with these characteristics in mind and often exploited them. [...] Display-independent magnification algorithms will not properly take frequency content and display filtering into account. They produce net results that may be attractive and useful, but one must acknowledge that the perceived image is not faithful to the original artistic intent.
- mrob 6y agoPortable systems with LCD displays existed, and they used the same pixel art techniques as on CRTs. VGA PC games used line-doubled modes on high resolution monitors, where the individual pixels were clearly visible. Some artists did intend their art to be blurred, but this is not universally true, and even if an artist intended it, it doesn't mean blurring is the best way to view their art. There are games where checkerboard patterns of individual pixels are used to represent fine detail, e.g. rings on chainmail armor, or keys on a typewriter. The wide variety of art styles and personal preferences makes it impossible to definitely state any scaling technique is best.
- pezezin 6y agoCRTs could display pretty sharp pictures, those blurring effects where actually an artifact of RF/composite modulation. Growing up as a PC gamer using VGA, I never experienced that kind of blurriness, and in fact I though that consoles over composite video looked awful.
- witherk 6y agoThis problem is generally addressed by shaders, scaling is usually a separate process.