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You have very valid points, variation in CRTs was very high back in the day, and the example image does have a gamma/brightness discrepancy, I agree with that.
by dahart 2y ago
You have very valid points, variation in CRTs was very high back in the day, and the example image does have a gamma/brightness discrepancy, I agree with that. Back when CRTs were dominant, gamma and brightness were all over the map, almost nobody knew what those were. You couldn’t even count on where the visible edges of the screen were. And you’re right that saying “the way it was intended” is perhaps slightly hyperbolic or maybe isn’t quite meant the way you’re taking it. It’s not that using CRTs or not was a choice, but it is fair to say artists used CRTs when creating game art and intended for it to look as good as it could on CRTs, and they did not intend for the pixels to turn into multi-pixel solid color blocks.
Yes exactly CRTs were blurrier, and that alone affects artistic choices. It is fair to say that CRT art looks different than LCD art because CRTs are blurrier. Games developed on CRTs with low resolutions don’t look as good when displayed on high res LCDs with up-resing and nearest neighbor sampling. The problem with using a solid 2x2, 3x3, 4x4 block of LCD pixels to represent a low res CRT pixel is that it’s a poor reconstruction, introduces unwanted high frequencies, and looks very different from the original. It’s true from a signal processing perspective that 4-up LCD reconstruction of old CRT art is quite wrong and bad.
This does extend into music, kinda. We can look at music from the 30s and 50s for an even stronger example - early recorded music was both technically limited to, and also artistically designed for, a frequency range of, I don’t know, like 500-3k Hz. Some audiophiles do argue that using an old record player to play old vinyl is a superior experience to listening to a digitized copy on modern hardware, and often with the same argument - that the old stuff is the way it was intended to be heard.
However, the analogy to music is slightly broken since today’s digital music - unlike LCD up-resing of old games - never tried to reconstruct old music using nearest neighbor sampling. When you do that with audio, you can instantly hear it’s all wrong. If you were actually comparing nearest-neighbor audio reconstruction to blurry reconstruction, you would 100% agree that the blurry reconstruction was the ‘way it was intended to be heard’. The biggest problem with this whole argument that neither you nor the parent addressed is that LCD nearest-neighbor reconstruction is crappy, and as long as we try to blur when using LCDs, most of this discussion is moot.
So anyway, in many ways I think your argument already does agree with the idea that games designed on CRTs look better on CRTs than, e.g., 4-up reconstructions on LCDs. The entire sticking point in your argument might hinge on how you interpret the word “intended”. I’m saying the original argument isn’t necessarily claiming that the intent was conscious or explicit, it’s merely saying that the intent was a byproduct of having used CRTs during the creation process. In that sense, it’s a valid argument.
- mrandish 2y agoI largely agree with your points, especially about 4-up reconstruction. > variation in CRTs was very high back in the day I wanted to add some more info around this point. In cases of home consoles this is true (because they hooked up to whatever TV you had) but there's one very large case where it's not true - and it's a case that matters quite a bit, especially from a historical preservation perspective. Most arcade cabinets were made on factory assembly lines and used bare industrial CRTs. These CRTs were made by a handful of companies and arcade manufacturers selected the CRT model for a game by its specifications, which often differed from CRTs designed for use in consumer TVs. We know exactly which CRT (or CRTs) were used in most arcade cabinets and the detailed manufacturer specifications and schematics for those CRTs are preserved and online. When researching the proper modeline frequencies to set my quad-sync monitor to (because it's a chameleon), I look up the specifications of the original CRT in the original cabinet. The game developers usually had one of these industrial CRTs on their desk, so that they were developing for the exact CRT that would be in their game's arcade cabinet. But it's even more precise than that. Many game ROMs have a set of hidden factory calibration screens with alignment grids and color bars. On the manufacturer's assembly line, after installing and connecting the CRT, workers fired up the game, went into these screens and adjusted the internal controls of the CRT so the horizontal & vertical positions and sizes of the grids were correct as well as the color bars via the tint control. I use these calibration screens to this day to properly set up my CRT to match the adjustments of the CRTs in the original cabinets (which the game ROM was written and tested against). Because my monitor handles so many ranges of frequencies, it stores and recalls these horiz/vert/tint adjustments for each unique scanning frequency (along with other adjustments like pincushion, skew, bow, etc). Historians have even managed to preserve some of the instruction sheets written for the factory floor workers to use when adjusting the CRTs to the intended spec. Fun photo of the Ms. Pacman assembly line: https://thedoteaters.com/tde/wp-content/uploads/2013/03/pac-ms-pacman-factory-1982.jpg https://thedoteaters.com/tde/wp-content/uploads/2013/03/pac-...