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I think for me**, the negatives probably outweigh the positives. Particularly as the CRT screen I’d actually get (for free) wouldn’t even be widescreen. Bulky small screen. Not a trinitron and I don’t think the connection and conversion would be great either.
CRT filters are interesting too, but seems like a high bar as well. The only one (of those that I could get to work) I think I really like is the triangular* filter in PCSX2 (with upscaling). Even then I can live without it… it improves FMVs and UI icons, downside being some distant/small objects are obscured, and font quality can go either way (marginally). Also a bit odd when games also use their own CRT shaders.
* Lottes actually (better color), but the 2 lottes shaders in Duckstation don’t look like that OotB
** admittedly not super into pixel stuff, I made an inconsistent resource pack for MC many years ago but I doubt CRT would do much with free 3D. I’m more interested in vertex colors, again aesthetically it might be interesting with trianglular filter but a lot less technical benefit.
EDIT: I should also say that 1:1 (2D) pixel art on a CRT would be different methodology, and thus maybe I’d like it better. With modern textured 3D, large flat areas of color (or even dither patterns) feels like a waste, so making everything detailed can really add to the work (particularly when you have tons of texture variants to make).
I think for me**, the negatives probably outweigh the positives. Particularly as the CRT screen I’d actually get (for free) wouldn’t even be widescreen. Bulky small screen. Not a trinitron and I don’t think the connection and conversion would be great either.
CRT filters are interesting too, but seems like a high bar as well. The only one (of those that I could get to work) I think I really like is the triangular* filter in PCSX2 (with upscaling). Even then I can live without it… it improves FMVs and UI icons, downside being some distant/small objects are obscured, and font quality can go either way (marginally). Also a bit odd when games also use their own CRT shaders.
* Lottes actually (better color), but the 2 lottes shaders in Duckstation don’t look like that OotB
** admittedly not super into pixel stuff, I made an inconsistent resource pack for MC many years ago but I doubt CRT would do much with free 3D. I’m more interested in vertex colors, again aesthetically it might be interesting with trianglular filter but a lot less technical benefit.
EDIT: I should also say that 1:1 (2D) pixel art on a CRT would be different methodology, and thus maybe I’d like it better. With modern textured 3D, large flat areas of color (or even dither patterns) feels like a waste, so making everything detailed can really add to the work (particularly when you have tons of texture variants to make).