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7/1/2025, 7:31:28 PM
This kills the PVM Fanboy
Here is a screenshot from Baroque for Sega Saturn.
No, that angel is not supposed to look like swiss cheese. Neither is that orb next to him. Even the sprite data does not look like that, extract that angel sprite off the game disk and you will see that it's a solid sprite. Yet, this is how they are rendered. It's the Saturn hardware itself doing this. The Saturn had a feature specifically built into it's hardware where you can tell it to render anything, a sprite, a polygon, a solid fill, as a checkerboard pattern where it does not draw every other pixel.
Why? So when people display that on their CRTs over the Composite or RF connection that nearly everyone was using at the time the low fidelity signal would blur those elements together into a transparent object. This was BUILT. IN. to the Saturn's hardware to specifically take advantage of a quirk the types of lower clarity connections that 99% of people would have been using that allows them to pull off tricks the hardware cannot do, or can't do without severe limitations.
People trying to argue that the """"""meme"""""" waterfall in Sonic is meant to look like someone shredded blue construction paper instead of blur together into a transparent effect are in full cope mode trying to justify having overspent on a PVM that actually makes their games look worse, not better. These old games were never meant to display crystal clear pixels, and many developers intentionally took advantage of this to pull off effects that the hardware couldn't do for real but could be faked with a Composite or RF signal to a consumer CRT.
I have RGB mods for my consoles, and it completely destroys this effect when I use them.
Here is a screenshot from Baroque for Sega Saturn.
No, that angel is not supposed to look like swiss cheese. Neither is that orb next to him. Even the sprite data does not look like that, extract that angel sprite off the game disk and you will see that it's a solid sprite. Yet, this is how they are rendered. It's the Saturn hardware itself doing this. The Saturn had a feature specifically built into it's hardware where you can tell it to render anything, a sprite, a polygon, a solid fill, as a checkerboard pattern where it does not draw every other pixel.
Why? So when people display that on their CRTs over the Composite or RF connection that nearly everyone was using at the time the low fidelity signal would blur those elements together into a transparent object. This was BUILT. IN. to the Saturn's hardware to specifically take advantage of a quirk the types of lower clarity connections that 99% of people would have been using that allows them to pull off tricks the hardware cannot do, or can't do without severe limitations.
People trying to argue that the """"""meme"""""" waterfall in Sonic is meant to look like someone shredded blue construction paper instead of blur together into a transparent effect are in full cope mode trying to justify having overspent on a PVM that actually makes their games look worse, not better. These old games were never meant to display crystal clear pixels, and many developers intentionally took advantage of this to pull off effects that the hardware couldn't do for real but could be faked with a Composite or RF signal to a consumer CRT.
I have RGB mods for my consoles, and it completely destroys this effect when I use them.
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