- Apr 12, 2012
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Is the Saturn really blurry when you use it? I saw a pic in a games magazine mid 90s that showed the game blurry . It was a Hockey game pic. How does it stack up to the PSX?
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Is the Saturn really blurry when you use it? I saw a pic in a games magazine mid 90s that showed the game blurry . It was a Hockey game pic. How does it stack up to the PSX?
Yeah. The early saturn games (mostly launch titles) werent too great, but the later games really showed what it could do. I believe they redid two of the launch titles with better graphics and you can see the difference, virtua fighter with remix, and daytona usa. From my understanding it was a capable 3d machine, but it was way harder to program for versus playstation. Its actually kinda ironic, that what made the playstation brand popular was ease of programming, which in the current generation, the playstaion 3 is the hardest one.
At least the Gamecube had Component out. That was a great deal better than composite (or worse yet, RF) that most consoles used.Or trying to play Gamecube or Wii games on an HDTV. Bah.
I disagree (I got the Gamecube when it came out so it had the "digital" output). Composite looked better on the GC (even in interlaced mode) because it wasn't so sharp. I liked interlaced for GC games better than progressive scan on the games that supported it because the artifacts were much more easily visible in progressive scan. MP1 and RE4 looked a lot sharper and more detailed in progressive scan, but the artifacts were awful and aliasing became much more apparent.At least the Gamecube had Component out. That was a great deal better than composite (or worse yet, RF) that most consoles used.
I disagree (I got the Gamecube when it came out so it had the "digital" output). Composite looked better on the GC (even in interlaced mode) because it wasn't so sharp. I liked interlaced for GC games better than progressive scan on the games that supported it because the artifacts were much more easily visible in progressive scan. MP1 and RE4 looked a lot sharper and more detailed in progressive scan, but the artifacts were awful and aliasing became much more apparent.
The DC showed a similar effect with the VGA box, but it wasn't quite as bad I guess because even though the Dreamcast usually used R5G6B5 backbuffer it still rendered internally at RGBA8 (the dithering quality wasn't quite 3dfx quality; they should've just used 16 MB or 32 MB of VRAM for the dreamcast so it wouldn't have to dither). The game cube's back buffer was RGBA6 but it wasn't internally rendered at 32 bit like the DC's was. The thing that really sucked about the VGA box is that it was still limited to 60 Hz. It should've gone up to at least double that.