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17daysolderthannes
03-19-2009, 03:24 PM
http://www.disgruntleddesigner.com/chrisc/gotRGB/screenshots.html

so we finally know why the Genesis seems to be "blockier" than the SNES...

Joe Redifer
03-19-2009, 06:05 PM
But it never seemed "blockier". When one thinks blocky, they think of the SNES specifically because of the Mode7.

While the composite of the Genesis looks bad, it definitely seems more "stable" than the likes of the NES or TurboGrafx-16 which you can see flickering even when nothing is scrolling. Kind of like an interlacing without interlacing, you can see the colors shift slightly so that things don't get all rainbow-y like they do on the Sega system. This is greatly evident in the Ys title screen. I think I'd take the rainbows over how much that thing flickers.

And I've never seen the SNES do this. But then again maybe that is because I bought an s-video cable for the thing almost right away.

tomaitheous
03-19-2009, 06:25 PM
http://www.disgruntleddesigner.com/chrisc/gotRGB/screenshots.html

so we finally know why the Genesis seems to be "blockier" than the SNES...

That doesn't make any sense. How does Chris' site give you that conclusion? The Genesis was always softer than the SNES. The Genesis RF and composite were always over blurry - smoothing out any block-ness.

17daysolderthannes
03-19-2009, 07:22 PM
That doesn't make any sense. How does Chris' site give you that conclusion? The Genesis was always softer than the SNES. The Genesis RF and composite were always over blurry - smoothing out any block-ness.

actually, I guess blurry was what I meant now that I think about it, its hard to describe what I'm talking about without you standing right next to the TV with both systems hooked up to show you.

Rusty Venture
03-19-2009, 07:44 PM
SNES Mode 7 = Blockapaloosa

Chilly Willy
03-20-2009, 01:02 AM
I think that what he means is that because some games used dithering, that means the effective resolution is even lower because you're using multiple pixels to simulate more colors. So one "pixel" in a game would instead be two to four pixels of different colors to do the dithering.

17daysolderthannes
03-20-2009, 02:22 AM
I think that what he means is that because some games used dithering, that means the effective resolution is even lower because you're using multiple pixels to simulate more colors. So one "pixel" in a game would instead be two to four pixels of different colors to do the dithering.

that must be what I'm seeing, like for instance the palm trees in Sonic 2 when you fight robotnik in the car have that very vague blurry/block look to them.