• @[email protected]
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    761 day 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:

    • @[email protected]
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      18 hours 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.