*tries to play a 240p game in 1080p on an emulator*

*tries to play a 240p game in 1080p on an emulator*
>wow this game sure aged poorly!

games dont age.

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If it was so good why didn't the devs think about the future?

>only graphics count
no (you)s for half-assery

Just like people, so long as time continues to move on, games too, will also age.

Brainlet here. How come crt TVs aren't made anymore?
>old
Yeah I know but record players are old too but they still have fans.

>game's quality is bound by hardware restrictions and smaller budgets as are emblematic of earlier generations
>"IT DIDUNT AGE UR JUST STOOPID"

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you dont have to play on a CRT or use memey filters like scanlines but for the love of god just render it in the intended resolution

im tired of searching gameplay videos on youtube and seeing upscaled shit with dated textures it makes the games look worse than the lower res with those textures

They will probably start making them again eventually.

>game's quality is bound by hardware restrictions

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>he applies a widescreen "fix"
>shits constantly popping in and out of frame
>Haha did developers even test games back then?

The absolute worst plague upon gameplay on youtube is the drooling retards that widescreen stretch 4:3 games to 16:9. That and the smoothing filters they almost always also use.

Bulkier meaning that transport in more expensive
Unpopular because they’re bigger and bulkier
Way more expensive to produce than a record player

And CRTs are pretty much outdated outside of possible collectors and nostalgia fags. Correct me if I’m wrong but I believe record players are still used by Djs so the tech is still relevant and there’s a bigger market

*Tries to play 240p game in 240p
>It looks like shit and hurts my eyes
But at least you get the "original experience"
In 1997 I played games in 1024 x 768, why would I play games in 600x400 interlaced in 2019?

in terms of graphics definitely, gameplay is more malleable though

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Pretty much unless the game is very simplistic. Hardware limitations don’t affect just the graphics they affect controls a lot and if you didn’t grow up playing those games with the shit controls you won’t ever be able to get used to them

based retard

Games that run in 240p natively always look worse when upscaled. What kind of pussy complains about eye pain from the resolution being too low?

I bet you think Castlevania has shit controls, don't you?

How do I create a good-looking 8-bit game on my computer that will look good on a CRT?

I was born in the late 90's and have no trouble playing games before my time. So why the fuck do the more recent zoomers have so much trouble with it?

No but they’re simplistic. Try playing an older from software game, an older rts, anything that requires more involved controls

How the fuck am I supposed to play it then?

Even if you're too brainlet to understand From's old control scheme, all their old games have fully rebindable controls.

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*ahem*
FUCK GOLDENEYE AND FUCK EARLY CONSOLE SHOOTERS

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>play windowed mode at correct resolution
>looks like shit because its tiny
so the only option is crt huh

Why would I put myself through that? I just don’t like dated games. People don’t like dated games in general unless they grew up with them.

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based, goldeneye was shit

I do. There are a ton of dated games that I love that I never even grew up with. Don't pretend that everyone else is stupid like you.

>Why would I put myself through that?
So you could play some actually good games for once.
>People don’t like dated games in general unless they grew up with them.
I didn't grow up with any of From's titles except The Adventures of Cookie & Cream. Its called having taste.

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Anyone who "plays" games for the graphics should fall head first onto a nail.

>games look worse when upscaled
So why are you upscaling them then? Because if you're using the default internal rendering resolution on a higher resolution monitor you're going to need to upscale the final image.
If you increase the internal resolution you'll reveal low-res textures and low-poly models but you won't have to upscale.
Also PC games from the 90s look totally fine when you run them at 1600x1200 or even 2048 x 1536. Some have proper hor+ scaling so 16:9 resolutions work perfectly fine too.

While I agree, audiovisual feedback can be important for satisfying gameplay. A weapon can be made to feel infinitely more satisfying without changing the gameplay at all by giving it (and the enemy) different animations and sound effects when used.
Compare the attack in to something like Dark Messiah or Condemned.

ITT: brainlets making excuses to not play any of the classics because they're too lazy and dumb

>games dont age
Sure thing resetranny.

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*plays 240p 4:3 game stretched onto a 21:9 monitor*
wow this game looks great! i love old videogames haha im such a gamer

>try to play 3DS game on a PC
>it's all blurry for some reason

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still seething after all these years I see

How can I play Goldeneye on W7 then if you're so smart?

It was great for its time, but an FPS with the N64 controller at 10-15 fps is way below modern standards.

First, get a standard calculus text and dive in. You should also get linear algebra and discrete math books as well; make sure the discrete text is proof based.

Once you're a couple chapters in to your discrete book (you will want to have covered basic proposition and higher order logic, and basic proofs), you may begin learning programming and computer architecture. As a litmus test, if you don't know what this statement is

∀P((0∈P∧∀i(i∈P-->i+1∈P))-->∀n(n∈P))

you aren't ready to take the reins of a computer.

Now, forget what you do know about computer programming:

First, you learn boolean logic operations
then, you learn transistor logic
then, you learn how to build functional units from logic gates
then, you learn CPU design
then, and only then, you learn assembly language
then, after you have mastered assembly language (not dabbled, but mastered it), you learn C
then, after you have mastered C, you may learn the higher-level languages of your choice, but you will always use C and assembly as your primary languages because everything else is unnecessary bloat.

By this time you should be finished with your first wave of math and ready for the next: abstract algebra, analysis, multivariate and vector calculus, and, after you have progressed a way in those, topology.

Finally, you become familiar with topoi, and study the internal logic of categories
then familiarize yourself with (general) type theory, and its applications to programming. I also recommend studying how to reformulate mathematics in terms of globular categories for use in automatic theorem proving, because there is an inherent programming-like 'feel' to it.

I didnt play Silent Hill 1 until the PS3 was halfway over and it became a favorite very quick.

There are good games and shit games all over but old games are an adventure, you never know how it's going to play. Whereas modern games you pretty much know what button is going to do what and how the game will flow depending on genre.

Nah man it was always shit dont do this. Some of my greatest memories are tied to the game but I cant stand it.

In my experience, "Aged poorly" translates to "Doesn't hold my hand."

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Graphics does not age. Gameplay ages. Some examples:
>Dune 2 is RTS where you cannot attack by right-clicking on the enemy, you need to press A and then left-click. Same for Worcraft 1.
>a lot of pre-Windows games used right-click as ESC (closing menus, canceling actions, going back)
>in GB Zelda you need to open inventory to change key binding, because GB got 2 action buttons and you need to use more than 3 items constantly. And jumping is considered an item as well. If you use sword+shield and you want to jump, you need to pause and open inventory to replace "shield" with "jump".
>some games has discontinued online services
>a lot of old games use level codes instead of saving
>a lot of old games have limited lives and restart the whole game when you die to much
>old FPP console games which use L+R buttons to rotate camera instead of analog stick
>cinematic platformers like PoP or Flashback have clunky unresponsive schema for "realism" because it was impossible to create fluid animation with fluid control back then.
>bad level design requiring trial-and-error

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>a lot of old games have limited lives and restart the whole game when you die to much
>cinematic platformers like PoP or Flashback have clunky unresponsive schema for "realism" because it was impossible to create fluid animation with fluid control back then.
>bad level design requiring trial-and-error
Literally git gud.

emulators have upscaling and widescreen patches.
Is the image for yourself?

It's fine for me :^)

You can argue about first two, but trial-and-error gameplay is literally opposite of "git gud", because it requires memorization instead of better skills.