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File: 1762245323404506.jpg (119 KB, 1200x1200)
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Why do people screech so much about Saturn's lack of transparencies when 95% of people play with this?
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>>12775412
Because mesh transparencies can't stack. Also, mesh transparency looks worse. Composite hides the obvious checker board pattern, but the resolution is still cut in half.
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>>12775412
Why do "people" screech so much about composite? It's what 99.9% of games used until HDMI became the new standard, and it's how we all remember the games looking, and the primary way developers developed and tested for since that's what the consoles shipped with.
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>>12775571
There is actually an interesting divide in regards to composite. Over in NTSC land composite looked like actual garbage. Over in PAL land composite was basically as good (sometime even better) than RGB. Its a weird disconnect. PAL composite is probably closer to HDMI than it is to NTSC composite.
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>>12775619
>sometime even better) than RGB
No. Stop.
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>>12775662
It really is. RGB very often looked soft. Whilst PAL composite is razor sharp. My theory is the RGB signal lines on many tvs had low pass filters. Since composite had to carry the 4.43 mhz color sub-carrier the composite lines needed to be left unfiltered.
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>>12775679
I only had RGB for the PS2 but it was a lot sharper than composite for me
t. Euro
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>composite video
>dithering
>mesh transparencies
all soulful
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>>12775412
I just think it's stupid that a console often touted as "TEH BEST 2D CONSOLE EVAR" is missing a hardware feature the goddamn SNES had.
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File: 1786821696361047.jpg (76 KB, 1280x720)
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>>12776524
I never saw a Neo Geo do real transparency effects
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>>12776542
I never thought about that, but you're right. Guess that's two technically more powerful systems the SNES has an edge over for transparencies.
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>>12775412
I played the Saturn through RGB back then, and I did not have a problem with it, probably because I was not as well versed in color math. I suppose it was just that color information was easier to think of as 0-255 values in R, G, and B. Yet it was a new concept to me at the time which Playstation had with an additional channel, an alpha channel which could define opaqueness in 256 levels of black and white which made it true 32-bit or something. Things have advanced a lot more now with floating values for color which is why the bandwidth connections require something new. Implied transparency, achieved with all sorts of techniques notable in arcades such as combinations of dithering and flickering which was clear on those sharp monitors like on NeoGeo or Model2 games, did well enough to trick my eyesight.
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>>12775412
Because dithering doesn't give you additive blending, nor does it let you control the level of transparency.
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File: ssf.jpg (1.28 MB, 2816x1564)
1.28 MB JPG
Works on my machine



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