The Effect of CRTs on Pixel Art

34 points11 commentsa day ago
fasterik

I like to think of modern pixel art as its own aesthetic and art form. It's designed to be viewed on high DPI LED screens, and that's fine. I don't think it should be judged by how it looks on a CRT.

There's an undeniable charm to the older era of pixel art, and surely part of that is nostalgia, but I also think a lot of it comes from the fact that the economics and the hardware were a lot different. Up until the mid 1990s, the highest paid artists in the industry were working on pixel art games. The hardware was slow enough that there were real creative constraints, and we know that constraints often drive creativity.

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TulliusCicero

Related, I usually hate CRT filters in game, the scan lines usually look too strong (and often the image is darkened inappropriately), but I really liked the one in Cyber Shadow. It just felt right.

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layer8

Follow-up article: https://datagubbe.se/crt2/

AdeptusAquinas

This seems a bit focused on a specific era of pixel art games AND CRTs. For me, nostalgia was things like Master of Magic or Civilization 1/2, and I played those on CRTs attached to PCs, not in an arcade - the pixels absolutely did not blend together into rounded shapes due to fuzzy scan lines.

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cubefox

The article contradicts itself for some reason. First it repeats the popular myth that CRTs made the image fuzzy, then it clarifies that this was mostly caused by RF or composite connectors. Which would produce similarly fuzzy results on LCDs or OLED screens. As the article points out, CRTs connected via S-Video or SCART did look quite sharp. The same is true for PC CRTs connected via VGA or similar.