New Algorithm to Depixilize Pixel Art is Magical.

BocoDragon said:
In this thread:

Diehard pixel art purists get mad.

I just don't understand how turning pixel art into amorphous splotches can be considered desirable and an improvement. If you want to update the old art, doing it by hand is the only acceptable way to go. It's not that I'm a fan of pixel art, it's just that everything else looks even worse, in my opinion.
 
ARXIN said:
I am really wondering how well Third strike Online Edition's graphic filters will go over.
Who cares how they "go over"?

You'll be able to turn them off if you don't like them, use them if you do, and pick which one you like.
 
There's pixel art and there's pixel art. If I look at the best stuff that was developed in the last years of the SNES/early years of the PSOne, when 2D was still around - that stuff is still beautiful to me. But with older games, it could be interesting to see how you could change it with these algorithms. Say the old SD Snatcher from the MSX:

sd-screen3.png
sd-screen2.png


Could be it doesn't really work that well with really old games though.
 
Slamtastic said:
Who cares how they "go over"?

You'll be able to turn them off if you don't like them, use them if you do, and pick which one you like.
Some of these XBLA/PSN ports don't let you turn off filters.
 
REMEMBER CITADEL said:
I just don't understand how turning pixel art into amorphous splotches can be considered desirable and an improvement. If you want to update the old art, doing it by hand is the only acceptable way to go. It's not that I'm a fan of pixel art, it's just that everything else looks even worse, in my opinion.
^ This.

It's not the fact that they're not made of blocky pixels, it's the fact that they just look terrible (seriously don't like the blobbiness at all). Nothing purist about this.
 
Raging Spaniard said:
Cool tech, awful results.

What you get is something people would say looks shitty if you drew it, so why would it become OK when its derived from pixel art?

Same here. I am intrigued by the tech behind it, but the results are just that: Interesting. They definetly are no substitutes or enhancement.
 
Tellaerin said:
The thing about pixel art is, if you draw it at 'modern' resolutions, it stops being pixel art. The real artistry is the way artists can suggest details with a handful of carefully-placed pixels. When the resolution's high enough that you're hard-pressed to make out individual pixels and actually need to draw in those details, you're just making hi-res 2D artwork, and placing one pixel at a time is just a waste of effort. At that point, you're better off just doing traditional 2D animation with pen and ink, then scanning and coloring it. (Unfortunately, that's a lot of work, too. :s )

Aye, it'd definitely be a "for the love of the art!" style thing, but very rarely does it ever seem to turn out exactly the same. I'd be great to see HD 2D hand drawn art that has the artistry of Capcom's D&D games...

Would be so good to see someone HD a sprite game accurately, to exactly what the original artist had in mind.

Eh, makes ya wonder what HD 2D arcade (as in, physical arcade) games would look like now-a-days. Since they always had artwork a step above what was on the home consoles.
 
SAB CA said:
Eh, makes ya wonder what HD 2D arcade (as in, physical arcade) games would look like now-a-days. Since they always had artwork a step above what was on the home consoles.
Err...BB and KoF. But I know you knew that already, so what's with the post?
 
Tain said:
Hideous. People should instead be talking about the new MAME D3D9 HLSL filter, now part of official MAME.

y1ppJDAIJGnm9KL1vWy4YAvVpgdIaY9f5pFOEmvZNAl-jgI9kVBcQtHFPmABCuf-COPHX-qDm0wzI5qgKtSMhTLjWnFxJ-GA0Qy

HOOOOLY SHIT fapping at the speed of light! :O

That's identical to my 21" 4:3 BEKO with RGB Scart. :O
The luminance and CRT color convergence failures.. exactly what was missing from the normal scanline filters.
 
ARXIN said:
It's been stated you can in 3 OE.
Well that's good. 3S is one of the most beautifully animated (perhaps the most beautiful) 2D games. It would suck to have it destroyed by filters.
 
BocoDragon said:
In this thread:

Diehard pixel art purists get mad.

I'm far from a diehard pixel purist. With the one exception of Mega Man, I prefer high-res sprites; even more blasphemously, I'd say I overall prefer 2.5D to sprites at all.

But I don't see the point of this filter. It looks better than other filters that try to make sprites high-res, but it still doesn't look good.
 
Aigis said:
Well that's good. 3S is one of the most beautifully animated (perhaps the most beautiful) 2D games. It would suck to have it destroyed by filters.
Instead it will be destroyed by stretching, because the graphics were not as pixelated on the original cabs as they will be on a modern TV.

KevinCow said:
I'd say I overall prefer 2.5D to sprites at all.
*high five*

KevinCow said:
With the one exception of Mega Man, I prefer high-res sprites;
Why does Megaman get to get away with the way Capcom has handled it? Why doesn't it deserve new, modern assets?

Does a 2.5D supporter really believe there'd be a gameplay effect by not using the same NES stuff?

Mr_Zombie said:
Why would you ruin perfectly fine pixel art with that shit? Seriously :/
Perfectly fine at 1x maybe.
 
Slamtastic said:
Instead it will be destroyed by stretching, because the graphics were not as pixelated on the original cabs as they will be on a modern TV.
Good thing I have a CRT then!
 
Undoubtedly a better algorithm than most but wholly unnecessary.

The focus should always be on maintaining the look of the original game when in higher resolutions, not modifying it.
 
Slamtastic said:
Why does Megaman get to get away with the way Capcom has handled it? Why doesn't it deserve new, modern assets?

Does a 2.5D supporter really believe there'd be a gameplay effect by not using the same NES stuff?

I like the way it looks. It's no more complex than that.
 
Slamtastic said:
Err...BB and KoF. But I know you knew that already, so what's with the post?

Well KoF's Characters aren't "Real HD" res, and BB's really lack in animation, in comparision. And then you have all the excuses (We needed 3D BGs for this, That hardware can't do this without excessive loading, home consoles don't have enough RAM for Pure HD 2D, etc), so I'm talking about if they actually got to build hardware to live up to the art they wanted to make. And if a large amount of designers still wanted to make that kinda art... :(
 
Tain said:
Scanlines with luminance, curvature, and a million other things. It's super-customizable, too.

weird. so its replicating all the problems old CRT monitors used to have? So rather than trying to accurately reproduce the original art, its trying to accurately reproduce the shitty but rose-tinted experience you had when you were younger?

what next, a burn-in filter for rear projection games? lightgun aim un-calibration plugin? Daytona USA fucked manual gears option?
 
its nice that they're making technology for this because that means they can scale the original pixels into hd resolution and it wont look like shit.

right?
 
It's the best filter I've seen yet, but it's still wonky and inaccurate. The Mario World Dolphin has no real curvature to it's back, and the shine on it's nose is totally wrong.

If you absolutely MUST do something with pixel art - and I couldn't disagree more with that sentiment, seeing how beautiful pixel art can be - how about upscaling the sprite to double size, drawing in extra details at that size, then upscaling to the desired size with your filter? I don't think anybody has tried that yet and the extra detail might be enough to improve the end results considerably.
 
mrklaw said:
weird. so its replicating all the problems old CRT monitors used to have? So rather than trying to accurately reproduce the original art, its trying to accurately reproduce the shitty but rose-tinted experience you had when you were younger?

what next, a burn-in filter for rear projection games? lightgun aim un-calibration plugin? Daytona USA fucked manual gears option?

No, it's faithfully reproducing the displays those graphics were designed to be viewed on. Nothing 'shitty but rose-tinted' about that experience - most games intended for use with medium-res CRT's still look damn good on those displays, but suffer on contemporary HDTV's and monitors. Things like scanlines and the softening effect of those old CRT's have a lot to do with that. It's not just a blind nostalgia thing.
 
What a waste of time and resources. Must've been awfully hard to program a filter like that, and upscaled sprites still look lite shit. Protip: if you want hi-res 2D sprites, draw them. Taking shortcuts doesn't work.
 
From a graphics designer standpoint, this is so amazing.

From a pixel lover's standpoint, this doesn't affect me.

From a gamer's standpoint, this could be helpful.
 
Tain said:
Hideous. People should instead be talking about the new MAME D3D9 HLSL filter, now part of official MAME.

Awesome! I really love the filters most that attempt to approximate the original experience rather than make the graphics look more modern, and usually just stick with straight bilinear if nothing but HQx and SAI (etc.) are available. This is really gorgeous!


edit: As far as the thread specific filter, I think it's pretty cool tech! I'd love to see it implemented in something practical, just to see how it compares in motion, even if I'd likely stick with the more "classic" looking filters.
 
This is awesome. You really gotta be a clinger to not appreciate something like thit.
And you gotta be the equivalent of people who burn books on the streets in the medieval, if you are angered by this. I hope that a lot of games will use this, and I also hope that there will be an "I want to feel good about myself, let me switch it back to the older and worse look" option, even with games that were clearly designed to take advantage of this style :p

danmaku said:
What a waste of time and resources. Must've been awfully hard to program a filter like that, and upscaled sprites still look lite shit. Protip: if you want hi-res 2D sprites, draw them. Taking shortcuts doesn't work.

But that is the point! It DOES work, as clearly seen.
 
mrklaw said:
weird. so its replicating all the problems old CRT monitors used to have? So rather than trying to accurately reproduce the original art, its trying to accurately reproduce the shitty but rose-tinted experience you had when you were younger?

what next, a burn-in filter for rear projection games? lightgun aim un-calibration plugin? Daytona USA fucked manual gears option?

Did you know that Pixar painstakingly programmed/added optical artifacts of traditional film cameras in Wall-E?

CG animation, by its nature, is free from these artifacts that film camera manufacturers have tried to minimize or eliminate for decades. Pixar artificially added them to their CG film to make to give it a "vintage" look. And it was awesome.
 
Very interesting, but such filters are still of the devil. 2D art needs to be made smooth-looking to begin with, like Odin Sphere or other Vanillaware games. It can't be done so after the fact. :(

Regardless, it would be fun to try out.
 
Necromanti said:
Very interesting, but such filters are still of the devil. 2D art needs to be made smooth-looking to begin with, like Odin Sphere or other Vanillaware games. It can't be done so after the fact. :(

Regardless, it would be fun to try out.

Way I see it, this was designed to work with smaller sprites to begin with. In the examples in the OP, only one looks bad for my eyes, and that is the fighter sprite, which is BIG. The bigger the sprite, the worse result you get, because bigger resolution means more "aim" to have a lot of details. Details that are not needed and were clearly not present in the Yoshi/Toad sprites, for example.

So pixel art lovers can still worship 3rd Strike, and that algorithm could do nothing to make it look better, in fact it will look worse when applied - so all is awesome in pixel-lover world, because only the minimalist and little sprites will be improved by this : )
 
Top Bottom