Pixel-Perfect retro gaming on LCD 480p EDTVs
blog.gingerbeardman.com
blog.gingerbeardman.com
For example, most SNES games ran at 256x224 (and were slightly letterboxed to fit the roughly 240 lines on a 4:3 NTSC CRT, though the border generally disappeared in the overscan area). The pixels were taller than they were wide.
Kirby's Dreamland 3 on the SNES ran at 512x224. Pixels were much wider than they were tall.
The original Doom ran at 320x200 in VGA mode 13h. It was not letterboxed but displayed in 4:3 on CRT monitors, so pixels were narrower than they were tall.
PS1 is an oddball. Most games run at standard resolution, like the Final Fantasy games. They will look awesome on these. Some, however, do not. Spyro runs at odd resolutions, similar to SNES games.
That being said, I still think this is an awesome option for retro gaming where CRT is not permitted.
Emulating a collection of these games precisely requires a CRT that can scan at multiple frequency ranges. Fortunately, such monitors were made by arcade monitor manufacturers both for new OEM cabinets and monitor field replacement in existing cabinets. For my custom emulation cabinet I chose a Wells Gardner D9200, widely considered one of the best such monitors ever made. Fortunately, I originally built my cabinet back in 2008 when these CRTs were still being made. Of course, the PC and software have been updated many times but IMHO, there is no better single CRT for broad-based emulation of many titles in one system.
The D9200 accepts analog RGB input and will scan at an incredibly wide range of frequencies enabling the cabinet to emulate virtually all raster CRT based arcade games. Once you acquire such a monitor, proper emulation requires feeding it a native analog signal to avoid external transcoding. The last graphics card manufactured with native analog output was the Radeon R9 280x released in 2013. It's also the fastest GPU available for a purist emulation system. Although analog retro emulation doesn't typically require a GPU that fast, it can be useful if you also want to natively emulate titles from sixth generation home consoles such as PS2, Sega Dreamcast and Nintendo Gamecube which had 3D titles but still output analog video to CRTs at 480P.
To complete a pixel perfect emulation system you'll need to run a special version of the MAME arcade emulator called GroovyMAME, which works together with a specially hacked graphics card driver called CRT EMUDriver. This driver allows precisely setting the scanning frequencies of analog graphics card output. The maintainers of GMAME release new versions monthly in sync with MAME and have been doing so for over a decade. If you really want to do it right, I recommend the active community of hardcore retro analog purists at http://forum.arcadecontrols.com/index.php/board,52.0.html. Having played, worked on and owned many analog CRT based game cabs in the 1980s, I thought I knew a lot about retro analog emulation but I always learn something new there.
So called "Pixel Perfect" retro analog emulation of original arcade cabinets and home consoles isn't necessarily easy but it is possible - and IMHO absolutely worth it.
True, but based on the frequency and that Nyquist math, we can solve for the actual pixel size.
Claiming pixel perfect is wrong when the original experience had the channels making up the pixel colour arranged differently. Most gaming in those days were PC CRT's or TV screens.
Exhbit A: https://www.oled-a.org/uploads/9/6/8/6/96867108/published/al...
To be fair they do explictly say:
"That said, CRT emulation isn’t really the goal here—we just want a display that is able to display these low resolutions without any scaling."
in the article.
Using an LCD is usually regarded as the least authentic way to play retro games.
Now if that’s how people want to play games then that’s fine. People can enjoy their media however they want. But the GP is correct that this isn’t technically pixel perfect.
Another thing that struck me was the animated shine on coins and question blocks in the original SMB; they look like glorious polished bronze glinting in bright sunlight. I don’t understand why this would be lost in the emulator.
Just curious, what shaders have you tried? Notably there is "Sony Megatron" shader out there for HDR displays that is supposed to be pretty good. Unfortunately I don't have the hardware at hand to try it out.
"Pixel perfect" LCDs (upscaled or not) thus show a very different (and less pleasing) picture than what we've seen in CRT era.