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/vr/ - Retro Games

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>> No.8510819 [View]
File: 1.41 MB, 2128x2850, 1534646645139.png [View same] [iqdb] [saucenao] [google]
8510819

>>8510376
The pixel aspect ratio, the one that assumes square pixels, was irrelevant back then. Capcom's CPS arcade games ran at "wide" resolutions because going ham on the horizontal resolution made the games look better. You can pack in that much more detail when you have more pixels to work with. But the games were obviously meant to run on 4:3 arcade monitors. While this "squishes" the pixels to be non-square, the CRT doesn't even know what a pixel is to begin with so the concept loses all relevance at that point. Obviously you want your game to look right on the target display but since almost every display at the time was a 4:3 CRT there wouldn't have been any issue in that respect. It's not like Nintendo was drawing perfect circles, viewing the games on some weird 8:7 PC monitor that doesn't exist, and then only later on being like "Oh shit, everyone's TV is showing ovals!" They knew what they were making and putting out.

>> No.4988857 [View]
File: 1.41 MB, 2128x2850, 1488973791868.png [View same] [iqdb] [saucenao] [google]
4988857

Capcom seemed to care

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