No emulation, indeed, at least not for now, for it's a lot easier to make a
correct formula fast than making a fast one correct. With low resolution I
don't necessarily mean the screen resolution being low, but the definition of
the effect itself being lower on a highres screen yet still gets perceived as 
a, well, highres one due to some special integration techniques I've develop
over time. The pixelizing effects I did are cool on their own, but their
striking advantage is that they will speed up rendering on highres screens
considerably. I haven't shown any highres images of the pixelized glossy
reflection, yet, but on a highres screen it produces similar results to proper
multi-sampled scenes (taking ages to compute) whereas my pixelized variant
computes in fractions of a second. My ultimate goal now is to transfer all of
this (pixelized surface-to-surface interaction) to 3d volumes to get similar 
cool pixelized volume effects and as such a method to compute volumetric
quantities/effects much faster. If that's all going to work I can better mix /
abuse this stuff for my game the way I envision it.
Edit: 
Btw; My better halve likes your game!