Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018

Anything to do with games at all.

Favourite classic Street Fighter?

Street Fighter (1987)
0
No votes
Street Fighter II (1991)
14
50%
Street Fighter Alpha (1995)
0
No votes
Street Fighter Alpha 2 (1996)
4
14%
Street Fighter III (1997)
4
14%
Street Fighter Alpha 3 (1998)
6
21%
 
Total votes: 28
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Winckle
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Winckle » Tue May 29, 2018 12:56 pm

Steam version hasn't unlocked and it's lunch time. I'm calling 999.

We should migrate GRcade to Flarum. :toot:
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Zartan
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Zartan » Tue May 29, 2018 1:26 pm

Winckle wrote:Steam version hasn't unlocked and it's lunch time. I'm calling 999.

Come on man you know 90% of games unlock at 6pm on Steam

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Winckle
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Winckle » Tue May 29, 2018 1:27 pm

I didn't know that because I rarely buy games at launch.

We should migrate GRcade to Flarum. :toot:
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Jazzem
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Jazzem » Tue May 29, 2018 1:28 pm

Man, I get annoyed at how vague reviews can be on these sorts of releases, it's like reading a back of the box blurb sometime.

This bit from the Nintendolife review:

It's also possible to apply a CRT scanline filter to the image, or an 'Arcade' filter which adds a 'crosshatch' look to the visuals. Neither of these really works all that well, so we found that turning it off completely is much preferable.


You...you care to say why they don't work all that well? :| It's not like the visual options for CRT era games in a modern compilation should be expanded on at all eh...

NickSCFC

PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by NickSCFC » Tue May 29, 2018 1:30 pm

Never understand scanlines, there's no way developers intentionally designed sprites to accommodate these.

For me, the clearer the image the better, if that means sharp jaggies on retro games then so be it.

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Zartan
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Zartan » Tue May 29, 2018 1:37 pm

Winckle wrote:I didn't know that because I rarely buy games at launch.


Then I humbly apologise, and I should tell you that in my experience most games unlock at 6pm or to be more exact 10am PST

Last edited by Zartan on Tue May 29, 2018 4:37 pm, edited 1 time in total.
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Jazzem
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Jazzem » Tue May 29, 2018 1:39 pm

NickSCFC wrote:Never understand scanlines, there's no way developers intentionally designed sprites to accommodate these.

For me, the clearer the image the better, if that means sharp jaggies on retro games then so be it.


They...they kind of did though, remember that the resolution of an SDTV is 480i, 480 lines. Games up until the PS2 era were almost always 240p, so only every other line was filled in, ergo a scanline effect. This may not have been always noticed due to the smaller size of old CRTs but it's definitely there.

Though it should be something you can toggle off for sake of preference, I absolutely prefer it these days. When implemented well, they still produce a sharp image that nonetheless helps convey the original intention of the pixel art. Look here for instance from Phantasy Star IV:

ImageImage

The implementation is a bit strong (and also in desperate need of brightness boosting), but notice how the right produces a more detailed image, the architecture's texture looks more natural. It's pretty clear the pixel art was made to accommodate that. I absolutely think this is the case for Street Fighter releases too, especially when you get to 3 I feel a straight raw image does the stunning visuals a disservice.

I always use a filter on retroarch for NES/SNES/MS/MD/etc, though I also adjust brightness + gamma to make up for the darkened image, something you sadly can't always do in official releases. Where this gets tricky is for handheld releases, where I'm still trying to find an appropriate 'grid' filter as those obviously weren't designed for scanlines.

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Winckle
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Winckle » Tue May 29, 2018 2:18 pm

Zartan wrote:
Winckle wrote:I didn't know that because I rarely buy games at launch.


Then I humbly apologies, and I should tell you that in my experience most games unlock at 6pm or to be more exact 10am PST

:( Thanks for giving it to me straight.

We should migrate GRcade to Flarum. :toot:
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Zartan
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Zartan » Tue May 29, 2018 3:23 pm

Winckle wrote:
Zartan wrote:
Winckle wrote:I didn't know that because I rarely buy games at launch.


Then I humbly apologise, and I should tell you that in my experience most games unlock at 6pm or to be more exact 10am PST

:( Thanks for giving it to me straight.


I like to call it Valve O'clock, it is also the time all their sales and events start

Last edited by Zartan on Tue May 29, 2018 4:37 pm, edited 1 time in total.
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Dig Dug
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Dig Dug » Tue May 29, 2018 3:52 pm

Jazzem wrote:
NickSCFC wrote:Never understand scanlines, there's no way developers intentionally designed sprites to accommodate these.

For me, the clearer the image the better, if that means sharp jaggies on retro games then so be it.


They...they kind of did though, remember that the resolution of an SDTV is 480i, 480 lines. Games up until the PS2 era were almost always 240p, so only every other line was filled in, ergo a scanline effect. This may not have been always noticed due to the smaller size of old CRTs but it's definitely there.

Though it should be something you can toggle off for sake of preference, I absolutely prefer it these days. When implemented well, they still produce a sharp image that nonetheless helps convey the original intention of the pixel art. Look here for instance from Phantasy Star IV:

ImageImage

The implementation is a bit strong (and also in desperate need of brightness boosting), but notice how the right produces a more detailed image, the architecture's texture looks more natural. It's pretty clear the pixel art was made to accommodate that. I absolutely think this is the case for Street Fighter releases too, especially when you get to 3 I feel a straight raw image does the stunning visuals a disservice.

I always use a filter on retroarch for NES/SNES/MS/MD/etc, though I also adjust brightness + gamma to make up for the darkened image, something you sadly can't always do in official releases. Where this gets tricky is for handheld releases, where I'm still trying to find an appropriate 'grid' filter as those obviously weren't designed for scanlines.

It's one of those funny little things about CRTs. It's like a natural form of anti-aliasing.

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Jazzem
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Jazzem » Tue May 29, 2018 4:12 pm

Dig Dug wrote:
Jazzem wrote:
NickSCFC wrote:Never understand scanlines, there's no way developers intentionally designed sprites to accommodate these.

For me, the clearer the image the better, if that means sharp jaggies on retro games then so be it.


They...they kind of did though, remember that the resolution of an SDTV is 480i, 480 lines. Games up until the PS2 era were almost always 240p, so only every other line was filled in, ergo a scanline effect. This may not have been always noticed due to the smaller size of old CRTs but it's definitely there.

Though it should be something you can toggle off for sake of preference, I absolutely prefer it these days. When implemented well, they still produce a sharp image that nonetheless helps convey the original intention of the pixel art. Look here for instance from Phantasy Star IV:

ImageImage

The implementation is a bit strong (and also in desperate need of brightness boosting), but notice how the right produces a more detailed image, the architecture's texture looks more natural. It's pretty clear the pixel art was made to accommodate that. I absolutely think this is the case for Street Fighter releases too, especially when you get to 3 I feel a straight raw image does the stunning visuals a disservice.

I always use a filter on retroarch for NES/SNES/MS/MD/etc, though I also adjust brightness + gamma to make up for the darkened image, something you sadly can't always do in official releases. Where this gets tricky is for handheld releases, where I'm still trying to find an appropriate 'grid' filter as those obviously weren't designed for scanlines.

It's one of those funny little things about CRTs. It's like a natural form of anti-aliasing.


Aye that's a perfect way of putting it, manages to smooth over the image while still retaining sharpness. Makes it especially baffling when you get implementations that also add blur like on the SNES Classic's CRT filter, the scanlines are already doing the work!

Of course, 240p can also look fine at native res on handhelds due to the small display, is a big part of why homebrew emulation on PSP was so attractive

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Jazzem
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Jazzem » Tue May 29, 2018 4:45 pm

Been playing this a bit, God the first Street Fighter is still awful :simper:

NickSCFC

PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by NickSCFC » Tue May 29, 2018 5:25 pm

I just see lines like those horrible interlaced videos on old PC games.

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Floex
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Floex » Tue May 29, 2018 5:40 pm

I never understood the scan lines either :lol: Back in the day, sure, they had a purpose but look how much colour they destroy!

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Winckle
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Location: Liverpool

PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Winckle » Tue May 29, 2018 6:14 pm

Restart Steam, it's out on PC.

We should migrate GRcade to Flarum. :toot:
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Johnny Ryall
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Johnny Ryall » Tue May 29, 2018 6:26 pm

Sounds like the majority here are PC? I will grab that version - I am Macraig on Steam FYI and probably utter gooseberry fool but I love SF. :D

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Jazzem
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Jazzem » Tue May 29, 2018 6:47 pm

Floex wrote:I never understood the scan lines either :lol: Back in the day, sure, they had a purpose but look how much colour they destroy!


Like I said with that example, ideally scanlines should come with a brightness and gamma boost, something I ended up doing with my settings on retroarch

Image
Image


I think they've done it to some extent on the SF collection, though 'off is still a bit brighter. Whenever I get it on PC I'll probably use reshade to brighten image a bit. Happy with it on Switch undocked for now in any case.

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Johnny Ryall
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Johnny Ryall » Tue May 29, 2018 7:00 pm

Nitpick but PC version doesnt have borderless window fullscreen, makes dual monitor stuff a pain as I would ideally web browse on monitor 2 while matchmaking ah well im sure life will find a way.

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Pedz
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Pedz » Tue May 29, 2018 7:43 pm

Johnny Ryall wrote:Nitpick but PC version doesnt have borderless window fullscreen, makes dual monitor stuff a pain as I would ideally web browse on monitor 2 while matchmaking ah well im sure life will find a way.


Do you not have borderless gaming?

https://store.steampowered.com/app/388080/Borderless_Gaming/

Image
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Johnny Ryall
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PostRe: Street Fighter 30th Anniversary Collection (PS4, Switch, XBO, PC) - SF, SFII, SFIII, Alpha series - 29th May 2018
by Johnny Ryall » Tue May 29, 2018 8:17 pm

Huh I'll look into that when I get home cheers. Fights later?


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