A simple way to scale pixel art games
13 points by dzwdz
13 points by dzwdz
Maybe try a bloom filter instead of plain blur. Then light areas glow or spread light into darker areas than simply smudging everything. This matches better classic CRT screens where also the phosphor glows from bright areas to darker ones. This can be done in GLSL (I play with that in my ShaderShark).
P.S. Thanks for reminding the hare!
The tags might seem weird at a first glance, so lemme explain:
art rather than games because this is more about the pixel art than the games themselves. I think it could be nice to use to scale e.g. a retrocomputing "work" VM too.hardware is there because of the VGA experiment.I wish the author ran a test on a CRT too, that could be even more interesting. How sharp are the borders between lines? Maybe if you're scaling up by a high enough factor, then you should apply a slight vertical blur too?
wrt. tags, I'd rather just use graphics in lieu of both art and hardware. Graphics is the actual driving force behind the post.
Otherwise, great post, cheers.