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Sega Genesis Low Resolution Aspect Ratio

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Displaced Gamers

Displaced Gamers

Күн бұрын

Examination of the Sega Genesis/Mega Drive output of low resolution games (256x224) to a CRT.
For a slightly more detailed examination of the stretch of 256x224 resolution, you can see the Aspect Ratio for Super Nintendo video here - • Super Nintendo Aspect ...
Music - "Flashback 'Nostalgy Dimension' OC ReMix"
Artist - Shion Tanaka
Music - "Golden Axe 'Golden Axe 2002' OC ReMix"
Artist - Jose Acosta

Пікірлер: 273
@rabiroden
@rabiroden 6 жыл бұрын
It was pretty common for developers to take this stretching into account when producing a game's graphics. That TMNT example at 0:46 is perfect. Look at the tunnel in the background. It's an oval at native resolution, but a perfect circle when stretched. Personally, I'm not much of a stickler either way... so long as it's not stretched to widescreen. Only heathens do that.
@todesziege
@todesziege 4 жыл бұрын
Since TMNT on Mega Drive is a "remix" of the SNES Turtles in Time, it makes perfect sense for it to use the lo-res mode, since it allowed for easy reuse of the SNES art assets without having to redraw them.
@jokerzwild00
@jokerzwild00 4 жыл бұрын
Exactly! I've had this conversation many times about SNES games. The developers took the stretch into account, and 4:3 will display the game as intended. If you use "pixel perfect" with SNES titles the display will be squished and circles will be ovals squished vertically. As a general rule of thumb, if you're using a NA version of any game made before the 360/ps3 era, 4:3 will be the intended way for the game to be played as that is the aspect ratio almost every display used.
@todesziege
@todesziege 4 жыл бұрын
@@jokerzwild00 The exception is some ports from other systems (such as Genesis or Amiga). They sometimes are drawn for a wider resolution (such as 320), and the art might not have been redone for the SNES resolution. But for "native" SNES games, definitely.
@jasonblalock4429
@jasonblalock4429 4 жыл бұрын
@@jokerzwild00 Yep. And likewise, as much as some people dislike them, CRT filters are usually the "correct" way to view 8- and 16-bit pixel art.
@simon41978
@simon41978 2 жыл бұрын
@@jokerzwild00 How can you say that? Most of my favourite SNES games are distorted by stretching. Super Ghouls 'N' Ghosts has Arthur looking short and fat. Contra Spirits has the same problem. Super Castlevania IV... Even Super Mario World doesn't look right.
@lamarrdijey660
@lamarrdijey660 6 жыл бұрын
Dude, your channel is so underrated! It's so awesome, I love everything about it.
@jaymzx2587
@jaymzx2587 6 жыл бұрын
Cool video man thanks. I prefer stretching to 4:3 but wasn’t even aware of low res mode on the megadrive! What I absolutely despise is stretching 4:3 to 16:9.. what some folks might enjoy but I just.. can’t.. accept 😅
@dreamcastfan
@dreamcastfan 5 жыл бұрын
Very interesting, I didn’t realise Hyperstone Heist used a lower res mode. It makes a lot of sense for Konami though as all their assets made for Turtles in Time could be easily shared with the Megadrive game. Personally I’m happy stretching to 4:3 as that was how the games looked back in the day. Sure, some developers didn’t take the stretch into account (like Nintendo for most of their 1st party games) but it’s still what we were seeing on our TVs back then.
@kapparomeo
@kapparomeo 4 жыл бұрын
Fascinating subject that I'd heard nothing about before now, thanks for documenting.
@Domarius64
@Domarius64 4 жыл бұрын
Well if the game art was designed with the stretched screen in mind, then there's no argument - that's the way it's supposed to look.
@incaseofimportantnegotiations
@incaseofimportantnegotiations Жыл бұрын
the devs usually had no idea what they are doing whatsoever also users could always dial the knobs manually to fit the image
@Unit_00
@Unit_00 11 ай бұрын
I prefer the original aspect ratio but, for any game you aren't forced to play it in the developer intended way if you don't want to
@Domarius64
@Domarius64 11 ай бұрын
@@incaseofimportantnegotiations Valis 3 (the game shown in the thumbnail) was developed by Laser Soft and Telnet, who had multiple titles under their belt at the time and judging from the quality of the artwork, they clearly do know what they're doing. The artists would know if the characters face shapes were all stretched and wrong and adjust the artwork for the screens at the time. The adjustment knobs to grow or shrink the display are only minor adjustments and not the wild variations caused by displaying the game in a completely different aspect ratio.
@incaseofimportantnegotiations
@incaseofimportantnegotiations 11 ай бұрын
@@Domarius64 the devs are people and people literally have no idea what they are doing. ufo, dungeon keeper, xommand and conquer, command and conquer tiberian sun, wolfenstein, thousands of them. modern movies old movies everywhere when i point out that a 4//3 images is stretched to 21//9 30% of people say that they don't even see that 30% say that they don't care its fine people who are not evolutionary rejects and won't be eaten by a tiger in the bushes are in the minority
@Domarius64
@Domarius64 11 ай бұрын
@@incaseofimportantnegotiations if they had no idea what they were doing, those games wouldn't exist.
@yasminesteinbauer8565
@yasminesteinbauer8565 3 жыл бұрын
By the way, even in a resolution of 320x224 the pixels are not square but 32:35 and thus higher than wide. (This can also be seen in the test grid shown.) By calculating the frequencies, the exact original aspect ratio can be determined. For me, good emulation also means getting as close as possible to the original picture and sound output.
@darksoulzfreak
@darksoulzfreak 4 жыл бұрын
In Retroarch, on my 1920x1080 LCD, I use 1536x1120 (6x5 scaling) for 256 pixel games and 1600x1120 (5x5 scaling; square pixels) for 320 pixel games. For games that switch between both I use 1280x896 (5x4 scaling for 256x224, and 4x4 scaling for 320x224). For 240 line games I use 1200p (for 5x vertical scaling) instead of 1120p. In both 224 and 240 line games I can only see the center 216 lines, but most games from the 2D/240p/CRT era were meant to be overscanned so it's not too much of a problem.
@FLYNN_TAGGART
@FLYNN_TAGGART 4 жыл бұрын
Personally I prefer stretching to 16:9 and playing on my phone's touchscreen with the sound turned off so my teacher doesn't hear and a HQ2X filter to make it HD and -- just kidding.
@FLYNN_TAGGART
@FLYNN_TAGGART 4 жыл бұрын
Using a paid, low accuracy, ad filled emulator.
@elianandres4326
@elianandres4326 3 жыл бұрын
@@FLYNN_TAGGART i am sorry for your case.
@emmanueloverrated
@emmanueloverrated 4 жыл бұрын
The problem with the low resolution on the sega genesis was dithering. I didn't lead to the same color blending as the 320 mode. Both mode looks great, but, one thing that was interresting with the higher resolution mode was that it was possible to pack more details... games in 320 looked more detailed. By example, Contra3 versus Contra HC...
@MrJibaku
@MrJibaku 4 жыл бұрын
I didn’t have my own TV but my dads old monitor had the proper connections. I always played on that monitor which resulted in a really crisp image. I was totally unaware of the stretching effect.
@RetroTechSelect
@RetroTechSelect 6 жыл бұрын
Found your stuff on Sega-16 - I really love the technical/historical angle you take with your videos! I'd like to start incorporating more of those themes into my own videos. Subbed :D
@DisplacedGamers
@DisplacedGamers 6 жыл бұрын
Awesome! Gave you a return sub. Going to check out some of your work!
@RetroTechSelect
@RetroTechSelect 6 жыл бұрын
Hope you enjoy! I just watched your video on 240p. Excellent as always - you really deserve more subs!
@OdisseiaJogos
@OdisseiaJogos 3 жыл бұрын
I insist on playing my Genesis in pixel perfect (10:7). My videos from 2 years ago all consider this original aspec ratio. Remembering that 10: 7 in a CRT 4: 3 will also present "deformities" in geometric shapes (like Sonic in "spin" format). Great video and big hug.
@riansigit
@riansigit 3 жыл бұрын
Sor3 using 4:3, so not all genesis game using 10:7
@OdisseiaJogos
@OdisseiaJogos 3 жыл бұрын
​@@riansigit Only one console before the 5th. generation uses 4:3 aspect ratio as standard: it's the Master System (256x192). The vast majority of Mega Drive/Genesis games are either 10:7 (320x224) or 8:7 (256x224), there are some exceptions with interpolated resolutions, and some very few PAL games.
@DoubleATam
@DoubleATam 4 жыл бұрын
I grew up used to clear pixel art on Game Boy consoles, so I prefer square pixels when possible and actively seek these options out. I dislike fuzziness enough to avoid dev intended stretching sometimes. I first ran into this when attempting to emulate Mega Man Wily Wars. It's pretty noticeable once you get into Bomb Man's stage: I don't know whether the stretch on the orb buildings is intentional, but either way the devs presumably chose the small resolution so that the camera (and thus enemy spawns) would effortlessly match up with the Nintendo versions of the game with no need for level design alterations.
@cireza_
@cireza_ 4 жыл бұрын
Supporting the 256x224 resolution was necessary for the Master System Backward Compatibility. But in the end, there are indeed a few games that used this resolution. It allowed for ports from SNES and PC-Engine, or even NES (Megaman Wily Wars). Capcom reused assets for Street Fighter II, Konami for TMNT Hyperstone etc... It was also used in RPGs, probably to reduce the size of the artworks to draw (Shining in the Darkness, Shining Force I, II, CD, Lunar games on Mega-CD). The MegaDrive was still a more capable console than the SNES, it pushed quite a lot more pixels in 320x224 in games that already had quite a lot more stuff moving on screen. Also it has a clearer picture signal, leading to games much less blurry than SNES. MegaDrive definitely has a much clearer and hi-res picture overall, when compared to SNES. It was especially obvious to me as I live in France and the MegaDrive was bundled with SCART RGB by default here, while SNES was composite. But even with RGB, it is still a poorer signal (more blur). Sega really had great hardware.
@todesziege
@todesziege 3 жыл бұрын
I've noticed that a lot of RPGs and other top-down games use the low res mode. This is pure speculation on my part, but I'm thinking it might possibly be to have them appear less "griddy", as those kind of graphics can easily look very visibly tiled when the tiles are square.
@cireza_
@cireza_ 3 жыл бұрын
​@@todesziege In my opinion they are used in games for two reasons : - reduce the CPU load for games that do a lot of calculation - reduce the amount of art to draw for games that have a lot of backgrounds RPGs fall in the second category. Shining Force games, or Lunar games on Sega-CD use the smaller resolution for this reason, in my opinion. You have tons of unique backdrops in these games, and making them 320x224 would have required more work.
@todesziege
@todesziege 3 жыл бұрын
@@cireza_ Obviously for CPU heavy games (such as 3D games) and games with many large images (full-screen backgrounds, cutscenes etc) there's a benefit -- but I meant the simpler overhead views with mostly just repeated tiles. I see no technical or budgetary reason for using it in those games, yet they often do.
@cireza_
@cireza_ 3 жыл бұрын
@@todesziege I don't have that many games like these in mind. If you have some to share... Some games use the smaller resolution because they are NES/SNES engine ports (like TMNT Hyperstone, Street Fighter II, or Megaman Wily Wars).
@todesziege
@todesziege 3 жыл бұрын
@@cireza_ Sadly I don't have any examples available; it's just something I've been noticing from time to time.
@aortaplatinum
@aortaplatinum 3 жыл бұрын
I always wondered why some Genesis games looked a bit off, a little chunky
@winterhell2002
@winterhell2002 3 жыл бұрын
It seems the 320x224/320x240 resolutions on the Mega Drive are not with square pixels but with 32:35 aspect ratio. A fullscreen loop in Sonic & Knuckles's Sandopolis for example is 192 pixels wide and 176 pixels tall. If you do 176 x 35 / 32 you get 192.5 for height which matches the 192 pixel width. NTSC itself is said to have 10:11 pixels which is 32:35.2 or very close to the 32:35 claim.
@Epsilonsama
@Epsilonsama 5 жыл бұрын
I first learned about the difference in resolutions around the late 90s early 00s with emulation. I noticed that some games had bigger bars than others because I think the emulators back then did not stretch the image.
@PixelGod240
@PixelGod240 Жыл бұрын
Super informative. I’m using exact 256x224 on snes with fw900 and this helps!
@GameOverRobsonB
@GameOverRobsonB 3 жыл бұрын
The fact I guess ia that when running in CRT you notice a lot less this stretch. The problem is when go to a nodern TV. I still prefer as concept in those glory days.
@Real_The_Goof
@Real_The_Goof 6 жыл бұрын
I have a CRT and a Raspberry Pi running Retropie and because of how CRTs sort of filter pixels to be softer and smoother, the wider aspect actually looks pretty good in my honest opinion. In fact when i emulate on my PC with Fusion, i set it to the 4:3 and use filters. I'm honestly not a super huge fan of noticeable pixels.. retro games and retro styled games on a HD TV look horrible to me as i'm not a fan of the noticeable pixles looking like noticeable little squares all over the screen. I often wish i could filter a lot of games now days that are made to look retro. I really miss using CRTs because the screen was brighter and more vivid to me, even more colorful.
@DisplacedGamers
@DisplacedGamers 6 жыл бұрын
I think it is really cool that you use a Raspberry Pie hooked up to a CRT. I also think there are lot of people that are unaware of what a lot of these games look like on a consumer CRT and just how much of a difference it makes to see vs an upscaler to a fixed panel display with a simulated scanline effect. This is especially difficult to adequately showcase in a KZfaq video where direct capture is typically leaned upon by various content creators and videoing a CRT produces results that aren’t nearly the same as seeing it in person.
@countdiscount
@countdiscount 6 жыл бұрын
The Goof Use reshade to add scanlines and blur retro looking games.Works with any d3d 9,10,11 and opengl app.
@countdiscount
@countdiscount 6 жыл бұрын
Scanlines with Gaussian blur works great
@heilong79
@heilong79 6 жыл бұрын
If you are using a pi on a HD screen I find you can get a great image by going to shaders and turning shaders count to 1, set shader to scanline and the most important is to change linear to nearest neighbour as this will scale to the pixel and prevents linear interpretation which cause blurring and distortion on pixels as they try to fight for pixel space. Leave the shader scale to dont care and the image will look amazing.
@WednesdayMan
@WednesdayMan 5 жыл бұрын
Why not get an HDMI to AV converter or Old graphics card with AV output.
@Digiflower5
@Digiflower5 3 жыл бұрын
I actually had no idea about the resolution change. As for preference, I just use whatever the emulators default as I don't mind either way. Only time resolution really bugs me is when someone stretches a 4:3 game to 16:9, that one actually bugs me a lot.
@darksoulzfreak
@darksoulzfreak 5 жыл бұрын
I play both Genesis and SNES games in 4:3 in RetroArch on my VGA CRT monitor at 3840x224p @120Hz with black frame insertion to remove the doubled frames.
@madfinntech
@madfinntech 3 жыл бұрын
I prefer the way they looked on real CRT back then, even if in some cases that might seem wrong.
@Nikku4211
@Nikku4211 3 жыл бұрын
For some reason, Master System graphics are also stretched, despite 256x192 already being a 4:3 resolution under square pixels. What's the point of stretching a 4:3 image when it's already being output on a 4:3 CRT?
@Indead
@Indead 3 жыл бұрын
I think people forget that these games were designed to be played on CRTs, where they were taking into consideration rasterization(where the image gets wider when it's brighter) of the image and the stretch. The same reason why sooo many games utilize dithering, because almost all consumers were going to use RF/AV, so using dithering tricks on something like PS1/SAT will allow them to use faux transparency effects that otherwise are completely wrecked even with something as simple as S-Video. I think a lot of the video heads need to calm down. I personally don't... prefer.. to play on anything lower than S-Video at least, but I'm not picky about stuff like 1:1 vs. 4:3 and the like. I'm also in the apparent minority that scanlines look better, most 240p games have them anyway folks.
@geniedumal2974
@geniedumal2974 4 жыл бұрын
I prefer stretched because that's how the graphics were designed. The sprite artists didn't create sprites for a square pixel game at 256x224. You should check out Capcom's CPS - it has a resolution of 384x224 which is close to a modern 16:9 aspect ratio, yet the games were not displayed on widescreen TVs. They were displayed on 4:3 CRTs, and the artists at Capcom accounted for this by designing sprites on a special grid paper with narrower grids, so that when the image is stretched an oval on the grid became a circle on a 4:3 screen.
@nervaaugustus7089
@nervaaugustus7089 10 ай бұрын
I prefer the stretch. I didn't game much on the Genesis, but most of my gaming of the 8-bit and 16-bit eras was on a CRT, and I was never bothered by the stretch, when I even noticed it. When I replay my old library on emulators, I usually emulate the CRT pixel stretch and put it into fullscreen mode, to mimic what I was used to back in the days of CRT. I don't do this with homebrew stuff though - most of that wasn't designed for CRT stretch and thus looks terrible when you try to emulate what's seen on an old CRT display.
@roberto1519
@roberto1519 Жыл бұрын
I can't remember what videos, it's been a while, but I'm pretty sure that there are quite a few SNES games in which developers took their time to make assets in a way they wouldn't look stretched on CRTs.
@julianarbelaez2928
@julianarbelaez2928 5 жыл бұрын
I love to play retro games at 4:3, this games were programmed to play them at 4:3.
@hobbified
@hobbified 2 жыл бұрын
For 1080p you can get a 4:3 aspect ratio *and* integer scaling for H32 by scaling 5x horizontal and 4x vertical, which gives you the exact same 1280x960 output as 4x scaling of H40. For 4K you could either double that to 10x by 8x (2560x1920) or go to 11x by 9x (2816x2160) and lose the top/bottom bars but be 2% off on the aspect ratio. For 720p there's no nice integer option (3x vertical would require 3.75x horizontal) but then again given Genesis's heavy use of dithering (as covered in another one of your videos) I find H-integer scaling completely unnecessary. V should be integer for smooth scrolling and nice scanlines (if you like those), but for H if you're filtering down to a composite-like bandwidth you shouldn't be able to tell if it's integer-scaled or not :)
@michaelpowell3204
@michaelpowell3204 Жыл бұрын
I definitely wasn't aware of the multiple aspects ratios, but I would say in general it's preferable to have games run in the original display aspect ratio unless that leads to unmanageable scrolling flicker or something.
@infinite_sun_rays
@infinite_sun_rays 2 жыл бұрын
BizHawk is an example of a multisystem emulator that supports the Genesis, and has the option to display 1:1 pixel aspect for the systems it emulates Because of this, many games on Genesis will stretch the width on the physical window for the emulator accordingly, allowing you to get a better idea of when games perform these kinds of resolution changes
@gordyowl9455
@gordyowl9455 6 жыл бұрын
I can change he aspect ratio using the service menu config mode, although I surely understand that PVM's has nobs and more to change the picture sizes, I wish there was a way to create profiles so next time you can play a game and change the aspect ratio
@Atariatari-ky9te
@Atariatari-ky9te 2 жыл бұрын
So I recently played Bonks Adventure on the PC Engine. I also played Sonic 1 on the Mega Drive and Super Mario World on the S.Famicom and as far as NTSC terms Bonks Adventure showcases in Higher Resolution at 320 x 240. Where Sonic 1 and Super Mario World both showcase at 320 x 224. Somebody was telling me that it isnt a 320 mode for the PC Engine. Only 512, 356 & 256. But Bonk is 320 x 240 I measured it. I dont own Sherlock Holmes for the PC Engine but its said that that game runs at 512 x 240. My question is how can you measure 512 or even 356 when 320 goes from all the way up to down with no space on 4:3 ratio on my TVs.
@Yadid1
@Yadid1 4 жыл бұрын
Valis was an amazing series.
@VideoWare-ox9qv
@VideoWare-ox9qv 7 ай бұрын
It depends on the game really, old tv's stretched the image so the developers that had it in mind made the graphics proportion to look just right stretched. If they didn't have this in mind, this means they didn't know or care and game will be stretched on the original console+tv anyway. The same happens with the snes, if the game was made for 8:9 aspect ratio is "correct" or if you prefer, as it should.
@BushidoBrownSama
@BushidoBrownSama Жыл бұрын
It all looked so much better unstretched
@johneygd
@johneygd 5 жыл бұрын
I never know a crt slightly stretches the image, but yeah knowing that, you have to take enough with one or the other,1, 0 latency input lag with a slightly stretched image. Or 2, having a pixel perfect view on a lcd display but experiencing 0,5 latency of input lag. Sure there’re crt pc monitors & some crt tv’s wich has the luxury of letting you adjust the H & V aspect ratio of the screen but these display’s are getting rarer.
@todesziege
@todesziege 4 жыл бұрын
The "stretching" on a CRT isn't a problem, the systems were designed to be like that. They could have been built to display a centered, non-stretched image if they wanted to, but they didn't.
@whiskeyvengeance
@whiskeyvengeance 5 жыл бұрын
Great, informative video. On a related note, would displaying the Genny's 320 mode on a CRT cause the pixels to appear square, or would they maybe even a little narrow/taller? Kind of what it looks like in the test suite grid you have in the video.
@DisplacedGamers
@DisplacedGamers 5 жыл бұрын
They would be closer to square but never really "square." The repair video I did for that red Emerson set shows this as I tweak the vertical size. This was also true "back in the day" as I can recall going to a friend's house to play a few games and observing a noticeable difference in overscan. CRTs are quite subjective when it comes to pixel aspect ratio. It is what it is. However, this doesn't stop people that own PVMs from spending hours upon hours looking at that grid and trying to produce perfectly square boxes.
@whiskeyvengeance
@whiskeyvengeance 5 жыл бұрын
@@DisplacedGamers Thanks for the detailed reply! I want my Mega Sg's AR to approximate how a late 80s/early 90s consumer CRT would handle both resolutions. In 256 mode, the 4:3 stretch definitely seems more authentic. In 320 mode, 4:3 makes rounded objects appear a little more oval-ish due to the taller pixels. Using square pixels (for 320 mode only) fixes this, but I'm not convinced it's very true to your average CRT's behavior with a real Genesis. I guess 4:3 would be closest to a CRT-like presentation, tall pixels and all? (On a side note, I think your channel is the most underrated gaming channel on KZfaq very informative stuff that you can't get anywhere else.)
@MissNorington
@MissNorington 2 жыл бұрын
​@@DisplacedGamers Would it be possible for you to show your PVM display playing the first level of Sonic 3 (Angel Island Act 1), standing near (showing) the water surface that is located at the bottom of the level? On PAL, there are visible garbage pixels on the actual water surface itself, and also Exodus emulator shows them in NTSC. But people are still believing they are not there on real hardware -> Could be that CRT blur pixels so people have a hard time noticing them. Technically, the CRAM dots that appear at the bottom border, are being thrown onto the active screen as the game is modifying palettes during a HBlank interrupt. Even the mighty Sonic 3 with all hacks and optimized code must still fail at hiding this limitation of the hardware.
@horokeusensei
@horokeusensei 4 жыл бұрын
The only thing that bothers me is stretching to 16:9. Im fine with with everything else
@GamePlayerZ1912
@GamePlayerZ1912 4 жыл бұрын
You really think this is the worst? Then stretch to a normal smartphone resolution nowdays (2:1) or a ultrawide monitor (21:9), and then you realize that 16:9 is fine stretching compared to those.
@douglasfraga3995
@douglasfraga3995 4 жыл бұрын
To me, it depends on what game I will play. Some games are developed considering the stretch of a CRT TV, so, they are correct stretched.
@RastaJediX
@RastaJediX 3 жыл бұрын
What is this music?? I can't even pay attention to what you are saying because the music is so damn good!!!! Edit: nevermind, just read the description :p.
@loganjorgensen
@loganjorgensen 5 жыл бұрын
Flashback is a weird exception that probably made cross platform porting easy. I don't think it's square pixels people desire as much clean pixels when integer values are used the pixel shape changes. Mostly many newcomers were probably put off by the poor 4:3 stretching options emulation started out with and stuck with for many years, only the most recent techniques have started to make stretched 4:3 look more attractive. Mostly 256x224 looks worse the bigger the sprite gets, like SF2 everybody looks crushed horizontally.
@PhirePhlame
@PhirePhlame 6 жыл бұрын
The stretching tended to only be a problem when a game made for H40 mode was then ported to the SNES or another platform not using it.
@lostsektor
@lostsektor 3 жыл бұрын
Valis 3 cutscenes looks made to 4:3 but the text looks stretched.
@gordyowl9455
@gordyowl9455 6 жыл бұрын
I just noticed it on snatcher recently, because just like frankly it was ported directly from the PC ENGINE SUPER CD ROM
@DisplacedGamers
@DisplacedGamers 6 жыл бұрын
Nice. Snatcher really has quite a history. I wish we had more games like it!
@SamPearman
@SamPearman 3 жыл бұрын
Correct(-ish) answer. Play at 1280.
@Paramurasaki
@Paramurasaki 2 ай бұрын
I’m missing square so much :( why we didn’t make just bigger square rather than this rectangles
@TheOneAndOnlySame
@TheOneAndOnlySame 4 жыл бұрын
My preference goes for the way it was intended by the developers.
@MikinessAnalog
@MikinessAnalog 3 жыл бұрын
The only time the stretching kind of bothered me was anything that was obviously supposed to be round, looked more oval.
@simon41978
@simon41978 2 жыл бұрын
I've recently noticed that the short and fat sprites I get with my Super Famicom running on a CRT can be remedied by running in 8:7 mode on an emulator. I assumed that the Genesis games would run in proper 4:3 (320 x 224) but using Mega-Tech with the Arcade/Mame emulator, that has not been the case. Ghouls N Ghosts is running at 256 x 224. When I stretch it to 4:3 using the video options, it looks distorted with short and fat sprites. So, I much prefer 8:7 mode even though there is not really enough horizontal width.
@PixelGod240
@PixelGod240 Жыл бұрын
Non stretch seems to give me much much less screen jitter and tearing on both Snes emulation and fusion.
@DEZ9223
@DEZ9223 4 ай бұрын
I personally prefer PAR in most situations, but if you're saying that some games graphics were designed with the stretching in mind, looks like it's more complicated now and you need to google configurations for every game before playing. Sure it's annoying, but it is what it is...
@CoolAndNormal
@CoolAndNormal 4 жыл бұрын
...when you see the one square that doesnt line up
@Cade_The_Squirrel
@Cade_The_Squirrel 2 жыл бұрын
I adjust my CRTs to be slightly too thin for 320 to compensate for 256, 320 being slightly too thin is less offensive to me than 256 being too fat
@kathleendelcourt8136
@kathleendelcourt8136 5 жыл бұрын
It's also a huge dilemma for me... I have no definitive answer to the pure 256px vs 256px stretched to 4:3 question. Some games look better stretched like TMNT, some others like the Shining Force series look better with a perfect pixel aspect. What makes also everything more complicated is that crt TVs aren't the same, if you take two different brand, two different models the games won't look the same on both TVs, some will stretch it more than others. As for emulators I wish they all offered a choice, Kega does if you use the double or quad raw filters. Blastem doesn't. So while it's not convenient I go on a per game basis to decide between stretched and perfect pixel aspect.
@fr_schmidlin
@fr_schmidlin 4 жыл бұрын
The stretching is done by the console, not the CRT. It's very clear when you analyse the video output signal timings on an oscilloscope.
@PixelGod240
@PixelGod240 Жыл бұрын
I gave up on my Pvm when I found out fw900 can scale 240 native. Let’s be honest it was a 4080 svideo tiny screen
@KairuHakubi
@KairuHakubi 4 жыл бұрын
It's amazing how I didn't notice a lot of this as a kid, but then I'd look at some ripped sprites and realize their aspect ratio looks completely off. the more realistic something is, or the more it shows circles, the more obvious that becomes. But ima be honest I came here for cute 80s-90s anime girls and that is my main takeaway from this video. Bring that aesthetic BACK, dangit Japan! This current stuff is just not nearly as special.
@matiasd.7755
@matiasd.7755 3 жыл бұрын
If the emulator is outputting video to high resolution, then stretch the 256 wide pixel mode to 4:3 aspect ratio... If the emulator is drawing to low res screen like 640x480 then leave the square pixels... That's my preference...
@PixelGod240
@PixelGod240 Жыл бұрын
I got fusion to accept 320x224 without scaling from what I can see… all the sudden it’s not working. I’m not sure what happened even within the config settings won’t allow it. I’m going to delete and re install see if it fixes it
@dethraid
@dethraid 3 жыл бұрын
For me it depends on the game some games look wierd if stretched some games that look ok bother me less stretched then with black bars
@theivace9705
@theivace9705 4 жыл бұрын
I always emulated on 4:3. I never knew there were games that differed.
@danielt.8573
@danielt.8573 Жыл бұрын
I'm curious to know what gains the Genesis had in terms of on-screen colors and speed in lower res mode. The Super Nintendo had higher res mode but sacrificed colors and the lower CPU speed probably wouldn't be any good for games at higher resolutions.
@MaxwelThuThu
@MaxwelThuThu Жыл бұрын
You actually have more limitations in 256-mode. Instead of the limit of 20 sprites in line using the 320-mode, you have only 16 in 256-mode.
@VilerVicious
@VilerVicious Ай бұрын
I want to play games where circles are circles. That is my main goal and it seems impossible to match, since different games, of the same core, could have different resolutions. So I should set video options (and bazels if needed) by game, which is ridicolous since retrogaming enthusiasts (like me) owns a number of roms that could vary from 20k-ish to more than 100k. It's a nightmare :D
@ggwp7019
@ggwp7019 4 жыл бұрын
I knew the genesis always looked a bit sharper even if the colors weren’t as good. Personally just play it the way it was meant to be played. On a crt
@user-vi3tb3bw5t
@user-vi3tb3bw5t 5 жыл бұрын
Would love to watch this video but it won't load, KZfaq doesn't want me to watch it. Can watch every other video on this website but spent 2 hours on multiple devices and it won't load
@stephencloprog9989
@stephencloprog9989 2 жыл бұрын
@dgmsstuff
@dgmsstuff 4 жыл бұрын
The stretch is fine as long as it is on a CRT. If it's on a flat panel or emulator that does a bad job, you will see shimmering, and that's not ideal.
@gamesandplanes3984
@gamesandplanes3984 Жыл бұрын
More master system coverage please!
@rgbcrafts
@rgbcrafts Жыл бұрын
4:3 was the meant standard.
@mat_max
@mat_max 3 ай бұрын
Isn't the 320 resolution squashed? Like, the pixels are taller than wider in that mode when displayed on a 4:3 crt
@WednesdayMan
@WednesdayMan 5 жыл бұрын
I don't mind people stretching 8:7 to 4:3 and 4:3 to 16:10 but 8:7 to 16:10 or 4:3 to 16:9 and that's too much stretching you need to stop.
@WednesdayMan
@WednesdayMan 5 жыл бұрын
I'm merely stating that there's such a major difference between 4:3 and 16:9 that it becomes painful to look at. especially when you're stretching DS games out of their aspect ratio, you're normally unable to do this even with Desmume.
@WednesdayMan
@WednesdayMan 5 жыл бұрын
The default yes, but There are people who'll run their SNES games in 8:7 and a lot of the times you can see that Devs never optimise for the 4:3 stretch of a CRT, and devs that do, The SNes has many examples of both, Doom for example was Optimised for the inevitable stretch of 8:7 to 4:3 (The PC version did the exact same except for 16:10 to 4:3) your argument is kinda stupid because not all Devs actually optimised their 8:7 games for 4:3
@WednesdayMan
@WednesdayMan 5 жыл бұрын
I'm just gonna repeat the fact that many SNES games should be played in 8:7 I declare victory in this argument because of facts and comparisons provided by many youtube channels discussing if 8:7 is the right aspect ratio.
@WednesdayMan
@WednesdayMan 4 жыл бұрын
again. Like I said, many games on the SNES are wildly different, there's those that look like right in 4:3, chrono trigger and Doom, are examples of the devs who Knew the Snes's 8:7 aspect ratio were going to be stretched so they made the graphics with that in mind, a true anamorphic 4:3, some games like Super Metroid, and mario all stars, wasn't made with the inevitable 4:3 stretch, and it shows. even Nintendo included a 4:3 and 8:7 mode on the 3ds, and the Switch for those who wish to use either because they know some people want the game to look like what it did on a CRT TV, while others want the game to look how it was originally drawn.
@GamePlayerZ1912
@GamePlayerZ1912 4 жыл бұрын
21:9 stretch: *evil laughter*
@youssoufarsawi9028
@youssoufarsawi9028 11 ай бұрын
why would they design a non 4/3 output on snes ? that seems strange ? any info on why it was designed to be stretched ?
@retrosoul8770
@retrosoul8770 5 жыл бұрын
Gotta love how the view count for the Snes video is around 45 thousand...but the Genesis vid counts pale in compare, even though Gen pushes a higher resolution and a proper 4:3 aspect ratio unlike the 2 yrs newer Snes. Unappreciated system man ppl just don't care about it. Sry for potentially starting a console war in the comments but it's sadly true man.
@DisplacedGamers
@DisplacedGamers 5 жыл бұрын
Aww. I think that's fine. Although some might feel that they want to debate SNES vs Genesis, I feel that the Genesis could always use a little love. That said, I doubt many people that watch the SNES aspect ratio video will stop by this one, sadly.
@retrosoul8770
@retrosoul8770 5 жыл бұрын
Yeah man, as long as we have fanboys like James Rolfe misunderstanding specs and misleading millions of viewers in snes vs gen videos, and watchmojo, completionist etc crapping on it, it'll always need more love. Wish you called the video "Sega Genesis resolution modes" or something though lol. Ppl see the word "low" and will think your verifying it's so called inferiority, or that you're hating on the system. Just my op though, keep up the awesome work.
@Obscure_man31
@Obscure_man31 4 жыл бұрын
@@retrosoul8770 dont blame james
@retrosoul8770
@retrosoul8770 4 жыл бұрын
If I see someone at fault, contributing to the spread of misinformation I'm gonna call them out on it man.
@Obscure_man31
@Obscure_man31 4 жыл бұрын
@@retrosoul8770 but thats petty as all hell dude james has his preferences and i respect them plus its his opinion
@inceptional
@inceptional 2 жыл бұрын
I don't really have any issue with either ratio for Genesis games, or even SNES and the like, but what I REALLY despise is how so many modern KZfaqrs have started showing these games at full stretch to fit current 16:9 displays--and I honestly think said people should be banned from showing retro games entirely. Honestly though, I think we should be at a point where every way of playing these games now have the correct settings for each game individually configured by default (the way that's closest to how the original developers obviously wanted it to look), and then have the option for users to change that to their own tastes if they prefer something else. So, on Genesis it would be 4:3 for most of the games with a few at 8:7, all pre-set, and for SNES it would be 8:7 for most of the games. It wouldn't take that much time, effort or memory to program these settings in as standard to all modern emulators and the like.
@the16-bitguy
@the16-bitguy 2 жыл бұрын
We should always play a game as it was intended - if that means stretching the pixels or not is irrelevant. In every other case we should stick to the proper aspect ratio
@diegocrusius
@diegocrusius 4 жыл бұрын
I wonder how big must the performance differences be betweent the H40 and H32 modes
@john2001plus
@john2001plus 4 жыл бұрын
I am wondering why the 16 bit games used 224 lines instead of the 240 used by the NES?
@mopeybloke
@mopeybloke 4 жыл бұрын
That's something I'd like to know too. 4 consoles used it in that gen I believe. And the PSX is also capable of it.
@john2001plus
@john2001plus 4 жыл бұрын
@@mopeybloke It is not like we really noticed when playing. I had a job programming the SNES back in the '90s and I loved the platform.
@mopeybloke
@mopeybloke 4 жыл бұрын
@@john2001plus Yes. Still it's weird that they decided to go with something that would always incur stretching, innit? Since you programmed the machine, do you know why so many games have slowdown?
@john2001plus
@john2001plus 4 жыл бұрын
@@mopeybloke I don't think that there would be stretching on a CRT. You are essentially losing a character row on top and bottom, so I don't think that it is very noticeable. A little bit of that could have been cut off by the CRT's anyway, although probably not.
@john2001plus
@john2001plus 4 жыл бұрын
@@mopeybloke It probably had a lot to do with hardware limitations. The SNES had some interesting capabilities, and it would have been easier to pull this off with 28 rows of characters instead of 30.
@zodiacthundaga7264
@zodiacthundaga7264 Жыл бұрын
Do a video on PS1 aspect ratios.
@badreality2
@badreality2 3 жыл бұрын
Are the Sega Genesis' colored borders a part of the H40 mode? In other words, is some of the definition wasted?
@miketate3445
@miketate3445 4 жыл бұрын
These pixels were never meant to be square, unoptimized ports aside. The artists knew what they were doing. It would be a disservice to force the pixels to be square.
@DE23
@DE23 3 жыл бұрын
The only true reason to stretch these games to 16:9 is if your TV is bad and doesn't let you do anything else.
@e8root
@e8root 3 жыл бұрын
wide pixels is a bit of a stretch
@DisplacedGamers
@DisplacedGamers 3 жыл бұрын
I see what you did there.
@MizoxNG
@MizoxNG 4 жыл бұрын
generally speaking, should probably display the game in the aspect ratio the developers intended it to be viewed at. the ratio of the individual pixels isn't as important
@michaeloneill3786
@michaeloneill3786 4 жыл бұрын
At the end you say there are great books on the topic. I'd be interested in reading more. Are there any in particular you would recommend?
@lamarrdijey660
@lamarrdijey660 6 жыл бұрын
Also, why is is it that the wider Mega Drive AKA Genesis games are 320x224 (yet still called '240p') as opposed to the more logical 320x240? Even 320x224 requires a stretch (vertically) in order to fill a 4:3 CRT & would result in non-square (taller) pixels also, no? I am a big nooB, though. Kinda reminds me of how all CGA & even many post-CGA PC-DOS games rendered at 320x200 or lower instead of the less insane 320x240 (or instead of the much higher resolutions facilitated by EGA & VGA, e.g. all of Id's pre-Quake games).
@DisplacedGamers
@DisplacedGamers 6 жыл бұрын
The 224 active display lines were used in NTSC with the remaining lines containing a border that was more or less tossed to overscan. If you look at the CRT footage of Sonic the Hedgehog's title screen in this video for instance, there are actually blue borders beyond the edges of the screen that make up the rest of the output. The moving water reaches the edge of the screen (bottom) needing only the 224 vertical resolution of the NTSC Genesis. The console is still outputting "240p" so to speak, but the active area of the Genesis itself is 224. The Mega Drive PAL version can output 320x240 - 240 lines of active area. I didn't want to get into the 224 vs 240 in this video as I was mostly focusing on the horizontal stretch - similar to the SNES aspect ratio video. I imagine I will have to do a separate video on this subject at some point. I am definitely going to address VGA Mode 13h at some point. Hopefully soon.
@lamarrdijey660
@lamarrdijey660 6 жыл бұрын
Displaced Gamers Interesting, the linger of the old NTSC video versus PAL video days certainly complicate things by region. I haven't yet had as much experience with Sega as others, but I can tell you that for NES & SNES games I'm definitely a 'square-pixel enthusiast' (with the exception of the few third-party games that verifiably accounted for the stretch anamorphically, like Chrono Trigger). Curious to see what people more acquainted with Sega hardware & games have to say about this.
@charvelgtrs
@charvelgtrs 5 жыл бұрын
On my Mega SG I actually stretch wider than 4:3 for 320 games as it keeps circular objects from looking oval.
@SproutyPottedPlant
@SproutyPottedPlant 4 жыл бұрын
I believe the console you are talking about is the ‘Sega Mega Drive’ as there is no such thing as a ‘Sega Genesis’ outside of US.
@Charizard215
@Charizard215 4 жыл бұрын
Well, he’s based in the US, so for him it’s the Genesis.
@ptcrusa
@ptcrusa 4 жыл бұрын
It's also the Genesis in Canada. I believe also in Mexico as well. Regardless, across the North American it's Sega Genesis, not just the US.
@SoyLuciano
@SoyLuciano 2 жыл бұрын
@@ptcrusa Even most of South America as well (including Chile, my country of residence). They still call it the Mega Drive in Brazil, though.
@RegalPixelKing
@RegalPixelKing 3 жыл бұрын
I think that stretching matters on a game by game basis. Similar to the SNES not all developers designed their games to be stretched. If that was the intention and you use square pixels then all you are looking at is a squashed image.
@asturides
@asturides 5 жыл бұрын
I always use 4:3, as that's the way it was back in the day, so are how most games are supposed to be played. BTW I hate seeing 4:3 content stretched to 16:9
@Starhartdeer
@Starhartdeer 4 жыл бұрын
I'm gonna be honest, i clicked because of the valis 3 screenshot
@Kimarnic
@Kimarnic 3 жыл бұрын
Thank you, same
@zephyrinus2165
@zephyrinus2165 5 жыл бұрын
I prefer no stretching at all unless probably if the game was built to look and feel correct stretched (don't think I've actually played any of those games though). If stretched and not designed for it, such as Megaman - The Wily Wars, it also looks and feels to me like the characters/objects are moving faster side to side than normal and is awkward to play like that.
@CoolDudeClem
@CoolDudeClem 3 жыл бұрын
I'm a simple guy, I just go with whatever doesn't make things look fat or slim.
@count-robo
@count-robo 5 жыл бұрын
thx
@nanopone
@nanopone 2 жыл бұрын
i dont settle for anything that isnt square pixels ever
@LodanSD
@LodanSD 4 жыл бұрын
There are people that turn their FOV way up in games, and don't care how distorted the gameplay looks.
@Obscure_man31
@Obscure_man31 4 жыл бұрын
Theres a view model option to fix that kind of problem
@ZinhoMegaman
@ZinhoMegaman 4 жыл бұрын
I always use integer scale in 4:3 aspect with 100% scanlines for Mega Drive, NES, SNES and CPS games on emulators. If the emulator doesn't support at least square pixel integer scale and 100% scanlines (like MAME) I simple don't use it.
@Lightblue2222
@Lightblue2222 4 жыл бұрын
And now i know why there's stupid colored boarders around my Sega games. And they change color depending on the level, and are usually the color of the sky in the game.
@Lightblue2222
@Lightblue2222 4 жыл бұрын
Something I never saw on crt but noticed on flatscreens. I like the ratio but sometimes the color annoys me.
@Atomic-toons00
@Atomic-toons00 2 жыл бұрын
We dont want quality we need a good story
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