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ooh bummer
I will stick to fightcade then, no point in paying $40 for this.
https://www.youtube.com/watch?v=FqQITWQcW1o
Going to have to disagree with you there; 3SO's filter was very ugly, and made the game's crisp spritework look blotchy and lumpy. And IIRC, nothing was done "frame by frame", they just slapped one big filter over the entire game.
And what's this about new artwork? In 3SO, the only ingame stuff that's in a higher resolution is the UI; everything else are the same sprites present in the arcade version.
At the risk of "telling you what's good", you should really try playing 3S without sprite filters. The sprites have definitely withstood the test of time.
3S OE filter was designed for LCD HD screens, hence it isn't a giant mess of pixels like the straight arcade port. And no it isn't just a filter since 3S OE looks way better than the version on fightcade which also happens to have filters btw. SO obviously capcom did something to do that game internally they even confirmed this.
What we have with this current game is the same straight arcade port as we currently have on fightcade for PC. Except this version costs $40 USD where as fightcade costs nothing and already has a much larger community of online players with GGPO netcode.
Whats with these Capcom arcade fighter ports being squished to 4:3? Does Capcom not know the proper ratio of their own games?
I may be playing with fire responding to a guy named "CPS2 Antimony", but...
IIRC, while the internal display resolution of the older SF games was 384 x 224 (a "12:7" aspect ratio), it was never meant to be displayed in that aspect ratio; the visuals weren't designed with square pixels in mind (the image is crushed horizontally when running on native hardware), and from my understanding almost all cabinets were in 4:3. In 30th Anniversary Collection, you have the option of choosing to play in the "original" aspect ratio, which tries to respect these rules. You also have the option of playing in 4:3 to emulate how the game more-or-less looked in most arcades, at the expense of very slightly skewing the art. Finally, if you honestly believe that stretching the image is appropriate, there's a widescreen option as well.
The only game which natively supported widescreen was 2nd Impact; games like 3rd Strike were never really intended to be played in widescreen resolutions.
Unless you're talking about the UI, the game doesn't look "better" at all. Stuff like HQ2X filtering isn't a revolutionary new technique, and if emulators opt not to include amenities like that by default, it's usually because the developers (rightly) think they make the game look ugly as sin.
Well, I am a lifetime CPS2 fan but you're obviously knowledgeable!
I don't like stretching to 16:9 but I do enjoy the pixel perfect ratio. I think over a decade of sprite editing, dabbling in Mugen, using emulators (while maintaining the non-4:3 ratio for all CPS2 and CPS3 games) has pretty much made 4:3 look really ugly to me.
But yeah I've never been one for "HD" filters or playing old games stretched beyond their intented display. I find it fascinating when people enjoy 4:3 for these games though.
^ Exactly this!!!
They didn't fix the poor artstyle and menus etc not because of so called hardcore nerds who want perfect pixel mess, but because it was simply a lazy effort and required no work on their part.
If I wanted a straight SF3 port with 0 effort put into it I would simply play SF3 on Fightcade which has GGPO netcode, a way bigger online community and its FREE and has been for YEARS.
SF3 3rd strike Online Edition was the only one where effort was actually put into it to make it acceptable for modern LCD screens.
What most of these so called "experts" do not even realize is CRT televisions has the unique ability to upscale pixel art without the horrible pixel mess. Anybody with basic knowledge of game design will tell you this. This is why all these old school pixel art games look so horrible on modern screens when compared to the old school CRT which they were designed for
Scanlines are not a proper substitute to what a CRT is truly capable off, what emulated scanlines do is darken the game making it worse. CRT didn't have this problem
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This is why 3rd strike OE was created it solved much of these issues with proper redrawn art for menus, portraits etc etc. And internal filters applied for each sprite which is why no emulation is capable of reproducing the quality of SF3 OE on a LCD screen.
... No, they didn't. Not even remotely. Unless by "upscale", you meant to say "make fuzzy enough to give people eye strain". The softer image of CRT televisions did nothing but mask detail, the complete opposite of what you obstensibly want.
Also, I'm not sure who sold you the snake oil that's making you think that ugly, aesthetically-intrusive sprite filters[i.imgur.com] somehow make a game look better, but that mentality is a band-aid that you'll need to pull off sooner or later. If there's any way to make a game look prettier, shoving a messy pixel filter over the entire screen is the last option you should consider. If you want to "reproduce the quality" of 3SO's crappy sprite filter, just slap a HQX filter[web.archive.org] on whatever game you're playing; I'm not sure why you want to deify 3SO's filter when it's literally the most minimum-effort attempt Iron Galaxy could have made to make the game look "smoother".
Absolutely NONE of the available filters including HQX filter looks anywhere near as good as the internal filter used in 3S OE.
These games were Low rez, yes, but on the correct display they do not look Low Rez at all.
The "pixel perfect art" idea, that is lauded (many times by people who never saw these games running on the origial cabs) is not how these games were ment to look/be displayed.
I have no issue with Street Fighter 30th Anniversary Collection being untouched visually.
I believe were are getting a few options to tinker with, in any case?
ReShade, also has quite a few options/combinations and to be honest I prefer getting the untouched/arcade perfect games and applying ReShade to taste.
Is this not one of the reasons we game on PC?
These games look horrid on modern high res LCD because they were never designed for these screens, there is no such thing as perfect pixel art, it is simply horrible pixelization mess that were never intended to be displayed on these screens
There is a reason 3rd strike looks perfect on old CRT arcade cabinets but repulsive on modern LCD screens
This is the whole reason 3rd strike OE was created with HD menus and new HD artstyle aswell as internal filters for each character frame