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:
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.