Retroarch, try out different crt shaders. I recommend gtuv050 as a good baseline of comparison.
vastlecanias setup looked really good
i keep wondering if not experiencing it on an authentic crt is the reason I’ve never got into the typical snes game aesthetic. they seem much more dependent on fine shading and depth than the bolder colours of other console+arcade games at the time
yoshi’s island looks good on anything, though
crt shaders in retroarch is the way to go
Oh my lord yes upgrade to retroarch.
This is sb sacrilege but I only like CRT shaders/aesthetic in passing, it doesn’t do hugely much for me personally, yet I’ve always preferred the SNES look to the Genesis look. You probably have a legitimate aesthetic prefrence regardless of CRT whatevers
I also prefer snesthetic to megadrive’s visual shock
I as well perfer a lower resolution and artists not adjusting to a square aspect ratio and ending up with ovals instead of circles
I feel like Genesis’s visual abilities are much like its sound abilities, next to the Super Nintendo – very very good when doing a limited number of things, but restrictive and painful when venturing out of the comfort zone. More colors is just so useful in so many more situations next to higher resolution and more sprites.
I agree with you but this is hardly an accurate description of its strengths
of the Genesis?
yeah, I’ve never thought “wow, this genesis game is visually interesting because it has 25% more sprites and more pixels!”
it’s at least as much about that dithered, nothing-outlined look
Ah, in that the limitations shape a ‘dirty’ look really nicely with that sound chip. Or, going the other way, the Sonic-style geometric, cartoony look – although that’s a case that isn’t really benefiting from the limitations as much as not butting up against them
well, that faster rom bus is at least as much a meaningful hardware difference as the yamaha and the colours
How does that usually manifest?
blast processing wasn’t totally made up, accessing cartridge memory was in fact way faster
Interesting, I thought things like Donkey Kong Country and the Sonic-knockoffs on the Super Nintendo demonstrated comparable level spaces and movement speed.
uniracers is much sparser, obviously, and I don’t think DKC ever moves nearly as quickly
I’d have to go looking but last time I played DKC I remember level segments that read to me as Sonic responses; and there’s stuff like the Speedy Gonzales game, Claymates, and a few others.
…digging around, I see discussion indicating that precalculated slopes is doable, but on-the-fly angles that are using multiply/divide ops wouldn’t fly – and that the slopes in DKC and Speed Gonzales are of a set angle. Still, the gameplay effect if pretty similar when they want it to be