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submitted 2 days ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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[-] thingsiplay@beehaw.org 85 points 2 days ago

It's not just the look of it, but the art and games were designed with the limitations of CRT in mind. Not all games off course. An example is the transparency effect on Genesis / Mega Drive:

[-] thingsiplay@beehaw.org 38 points 2 days ago

Shaders are not only useful for CRT emulation, but also to get the look of handhelds:

[-] bbbhltz@beehaw.org 20 points 2 days ago

Ah jeez, this picture triggered the earworm! Now that song is in my head!

[-] pimeys@lemmy.nauk.io 5 points 2 days ago

Add that China theme to the mix.

You're welcome.

Fucking Moai 🗿 heads

[-] DdCno1@beehaw.org 12 points 2 days ago* (last edited 2 days ago)

Does this shader also replicate the horrific motion blur that the display of the original GameBoy suffered from?

[-] thingsiplay@beehaw.org 22 points 2 days ago

There are two variants, one with motion-blur and one without. Besides that, often shaders have additional settings. One can change settings and save it as a new Shader Preset and use that instead. I have described it here: https://thingsiplay.game.blog/2024/10/19/showcase-for-retroarch-shaders-2024/8/#learn-and-explore

[-] DdCno1@beehaw.org 11 points 2 days ago

Thanks. I shall avoid the motion blur variant as best as I can, because that's one of several aspects of this device I do not remember fondly.

I borrowed a friend's Game Boy for an afternoon when I was a kid and I was so disappointed by it (primarily the screen, but also poor ergonomics and the limited nature of its games) that I lost nearly all interest in gaming for a year.

[-] MetaStatistical@lemmy.zip 5 points 2 days ago* (last edited 2 days ago)

Getting the settings right for video is critically important, too. Scaling needs to be done with the nearest neighbor pixel method, not more modern blend methods.

this post was submitted on 21 Dec 2024
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Gaming

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