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Een vertaalprobleem melden
I don't care how they looked back in the day.
In fact, i did play old NES and Sega Mega Drive games on my old TV. But once i started playing on emulators, i started to prefer crisp clean pixels more than smooth stuff on TV.
Heck, even in 3D games, whenever i get the option to turn off texture filtering, i choose that and enjoy gorgeous pixel textures.
I think what people don't talk about is the Pixels Per Inch, PPI, which is what your eyes see. In the 90's, the PPI was not much worse than today, because typically you were playing on a 15" - 30" TV. Now people are playing on 65" or higher. That means, in order to have the same PPI, you need to have 2x - 4x the resolution, just to be the same. All these games that -intentionally- have horrible resolutions are making people's eyes water across the world. No one wants a single pixel to be a full square inch. They need to make it an option, because, why not. It would cost them very little as a % of costs, and would result in more sales. Because I'll never buy a game that intentionally looks so bad.
B) You get a ton of sprite-sheet optimization benefits by limiting the resolution.
While Streets of Rage 4 looks amazing with it’s high-resolution background/character art, I’m skeptical you could get 6 players in it without running into performance issues.
to the pixel art changing the look and making it look less like pixel arty. i believe one could apply these effects using sweetfx if i recall i haven't tried it yet because i like pixel art generally.
xbrz is the one im most familiar with, it gets rid of a lot of pixelzation and gives it an almost watercolor/drawn aesthetic. (on gameboy games) i am not sure how that would effect something of higher resolution compared to a gameboy sized games i use it on.
https://a.fsdn.com/con/app/proj/xbrz/screenshots/xBRZ%2022.png (an example image)
Of course, in reality, a lot of artists already do exactly what you're suggesting. The SNES' most common rendering mode ran at a resolution of 256x224. Shredder's Revenge, which has an art style reminiscent of the SNES games, runs at 480x270, so noticeably higher than the SNES.
No they're not. Seriously, if looking at low-resolution artwork makes your eyes water, you should see an optometrist. That's not normal.
It's a good thing that on a 60" TV you'd need a resolution of roughly 36x20 in order for every pixel to be a square inch, so that literally never happens.
Because it's an artistic choice and a lot of people like it, regardless of whether you do or not.
You have no idea how much work goes into making sprites, do you? They do not draw everything at a high resolution and then scale it down; all of the pixels are placed at the exact scale that they're rendered, and unlike with 3D models, every frame of animation for every sprite has to be individually drawn. Drawing high-resolution sprites is much more work than low-resolution ones, and if you want to have the same sprites at multiple detail levels, all of them have to be drawn individual levels; drawing them once and scaling them down or up just makes ugly results. There are reasons why very few games use high-resolution sprites -- and if they do, they often use vector transformations to animate them instead of drawing individual frames.
Good news, this game intentionally looks great, you just don't like the art style.
There’s no easy way for the developers to just magically increase the resolution, and even if there was, I imagine the game would quickly run out of “texture memory” as all the game’s art assets would need to be at least 16x bigger.
(That would make the game’s resolution 1920x1080.)
This game wasn’t built with higher-res art in mind, so I doubt it would still run smoothly, especially on lower-end systems like the Nintendo Switch in hand-held mode. The higher-res art would undoubtedly introduce all kinds of performance issues.
Pixel art is what we’re known for. It’s not a cheaper way to make games. That’s what we love doing and that what we’re good at.
You wouldn’t ask a painter to pull out maya and start 3d modeling because that’s the future.
It’s not everyone’s cup of tea and that is fine. But we’d never change the art style.
I want.
Why did you use "No one wants" arguement, when you are talking to the person who WANTS?
But one could ask a digital painter to drop paint for photoshop.
Saw an interview where they said they wanted it to look retro, but this is not what retro games looked like. Ninja Turtles games on a CRT had a very different look from this. Pixel Art was never meant for the screens we have now. CRTs blended the pixels together and made it look good, which is why the emulation community has put a great deal of work into shaders that emulate (but unfortunately can't ever match) the CRT.
I have mad respect for the old games but games made for today's displays should be made with asset resolutions that look the best on those displays. And HD hand drawn assets simply look better on these displays compared to low resolution assets.