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/vr/ - Retro Games

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>> No.10678743 [View]
File: 39 KB, 575x556, 1503057404293.jpg [View same] [iqdb] [saucenao] [google]
10678743

>Another lazy decompilation that is stuck to 60fps at best instead of a proper PC Port
It’s all so tiresome
https://youtu.be/RTpC8QI_dm0?t=564

>> No.7023123 [View]
File: 39 KB, 575x556, 1575858223467.jpg [View same] [iqdb] [saucenao] [google]
7023123

>>7023098
>I beat Crystal underlevelled with Suicuine and some other legendary

>> No.6249740 [View]
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6249740

>>6248038
>Progressive scan in higher resolutions does not produce noticeable "scan lines" because they are designed so the width of the beam forms a continuous picture vertically.
God, why are underage retards like you allowed to post here?

It has to do with TVLines/Dot Pitch/Screen Size/Viewing Distance.
Games were designed with 480i tubes in mind because that was the standard.

It doesn't matter how sharp the CRT you're using is as long as you're playing them from a recommended normal viewing distance.

It's only a problem if you're trying to play 240p retro games and you're standing very close to them like you would in a PC or with Arcade Games in a Cab.
In that kinda scenario you need to take into consideration how sharp you want your CRT to be because at that distance scanlines are super visible.

>> No.4830990 [View]
File: 33 KB, 575x556, annoyed pepe jpeg.jpg [View same] [iqdb] [saucenao] [google]
4830990

>>4830979
>enemies being unique & challenging is "cancerous"
gg

>> No.4743775 [View]
File: 33 KB, 575x556, annoyed pepe jpeg.jpg [View same] [iqdb] [saucenao] [google]
4743775

>>4743762
>it's a "Lovecraftian" episode where the player can just run up and kill the deep ones

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