[HN Gopher] Widescreen Gaming in the 90s
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       Widescreen Gaming in the 90s
        
       Author : luu
       Score  : 45 points
       Date   : 2021-06-18 07:54 UTC (15 hours ago)
        
 (HTM) web link (www.mistys-internet.website)
 (TXT) w3m dump (www.mistys-internet.website)
        
       | golergka wrote:
       | > This shows you a lot more of the game world than you'd get in
       | the standard 4:3 mode, but you can see that all of the 2D
       | elements in the scene are displayed with the wrong aspect ratio.
       | This lack of aspect ratio correction for 2D elements is common to
       | most widescreen games of that era.
       | 
       | In my experience, building game UX for non-fixed aspect ratio
       | requires a different and much more complicated architecture from
       | the very beginning, so I would be quite surprised if any game
       | developers of console titles in the 90s managed to do it. Even
       | with modern game engines and layout tools proper support is still
       | a headache.
       | 
       | And BTW, game UX is pretty different from the usual business app
       | UX: you have a LOT of images that take up tons of texture budget
       | (which you can save by slicing it up in creative ways) and you
       | can't just stretch them: you have to anchor things up in pretty
       | complicated ways. And once you add localisation, support for far-
       | eastern languages and cultures (which have a different design
       | language) and RTL, things get really interesting.
        
       | lbebber wrote:
       | Related--with great timing, as it was just released--, Super
       | Mario World Widescreen
       | https://twitter.com/HackerVilela/status/1405972177225191427
        
         | crazygringo wrote:
         | Seriously talk about timing, from an hour ago!
         | 
         | EDIT: Moving rest of my comment to the new dedicated thread for
         | Super Mario World Widescreen:
         | 
         | https://news.ycombinator.com/item?id=27554765
        
       | brundolf wrote:
       | > Most people got their first taste of widescreen gaming with the
       | Wii, Xbox 360, and PS3
       | 
       | To put on my pedantic hat for a minute: the Wii was only ever
       | 480p and never truly output in widescreen
       | 
       |  _However_ , there was one exception: Super Smash Bros Brawl had
       | a "widescreen" mode where it could widen the virtual camera such
       | that if you stretched the 640x480 picture across a wide-screen
       | TV, it would look correct
       | 
       | Edit: I should have read the article! Brawl did exactly what's
       | described here as happening on older consoles
        
         | salamandersauce wrote:
         | Huh? Tons of Wii games supported 16x9. That was one of the big
         | differences between Twilight Princess on Wii vs. GCN. 16x9
         | support.
         | 
         | Loads of original Xbox games supported 16x9 too. Stuff like HL2
         | and Doom 3.
        
           | brundolf wrote:
           | My main point was that the Wii, unlike the 360 and PS3,
           | didn't actually output a 16:9 resolution, it was only able to
           | use the trick described in the article, so I wouldn't include
           | it under "most people's first taste"
           | 
           | Didn't realize more games used the same trick, though
        
       | anw wrote:
       | John Carmack coding Quake on a 100 pound 1080p CRT in 1995[0] is
       | a great image that this article reminded me of.
       | 
       | I seem to remember monitors being 800x600 around that time, and a
       | few years later did we even see 1024x768 become the norm.
       | 
       | It's mind blowing to imagine what 1080 would be like back in the
       | day.
       | 
       | [0]
       | https://web.archive.org/web/20110927044427/https://geek.com/...
        
       | duxup wrote:
       | When I built my first computer I remember a guy helping me along
       | told me "Your monitor IS your computer. Don't skimp on that."
       | 
       | After that I always had a nice monitor and it really was true. No
       | matter how slow my computer was / is ... having a big screen to
       | use it on makes it a lot easier to tolerate.
       | 
       | I always found it funny how some games were able to handle wide
       | screen with no issues, others much more difficult.
        
         | anw wrote:
         | This is an important point, and an oft-quoted mantra I've seen
         | from older devs.
         | 
         | Your computer will change, and has little to know difference on
         | your health.
         | 
         | Your monitor, keyboard, mouse (and chair/desk can also be
         | included) are your long term tools that you use to interact
         | with your computer. They can be a benefit or detriment to your
         | health (eye strain, RSI, back pain). If you have to work with
         | your computer for your job, and do so for many years, it's
         | worth it to purchase tools that have long term benefits.
        
       | hyakosm wrote:
       | > Since there isn't a widescreen resolution in the SDTV standards
       | 
       | En Europe we had WSS (Widescreen signaling), a digital signal
       | embedded in line 23 describing the aspect ratio: full 16/9, full
       | 4/3, letterbox 16/9, etc. It was very useful in late 2000s for
       | owners of 16/9 CRT TVs.
       | 
       | (https://en.wikipedia.org/wiki/Widescreen_signaling)
        
       | spullara wrote:
       | A friend of mine had one of these in the late 90s:
       | 
       | https://en.wikipedia.org/wiki/SGI_1600SW
        
       | trzy wrote:
       | The Sega Model 3 (ca. 1996-1998) arcade emulator I co-wrote
       | supports arbitrarily wide resolutions and expands the field of
       | view of the 3D content to fit the screen width. It works
       | beautifully despite the games performing culling at the original
       | aspect ratio. If you choose a really extreme aspect you might
       | catch objects being culled or ceasing to animate.
       | 
       | Model 3 also had a couple of 2D tile map layers which are more
       | difficult to handle consistently.
       | 
       | You can see an example here (a few seconds in, there is a scene
       | with a foreground layer that isn't stretched, revealing the
       | expanded viewport behind it): https://youtu.be/fGQodD4I600
       | 
       | In the intro sequence, a driver hops out of a burning car and
       | then freezes at the edge of the screen. This normally would have
       | been outside of the visible viewport. Otherwise, everything looks
       | as expected.
        
       | bityard wrote:
       | In the linked forum thread, someone asked whether there were even
       | widescreen standard-def CRTs around at the time.
       | 
       | The answer is yes, but they were fairly uncommon. Most of these
       | games were produced around the same time that DVDs were new to
       | the scene. One of the "killer features" of DVDs was widescreen
       | content and much-better-than-VHS picture quality, finally
       | allowing the average person to get something very close to the
       | movie theater experience in their own home. If they had a large
       | high-end widescreen TV, that is...
       | 
       | The "widescreen" TVs at the time were mostly projection TVs
       | (which did use a CRT tube, but were not usually referred to as
       | CRT TVs) and plasma TVs. Plasma displays were somewhat popular
       | for a fairly short period between the dominance of CRT and LCD
       | TVs. But they were fairly expensive, so the vast majority of
       | households simply went directly from 4:3 CRTs to widescreen LCDs
       | once the prices on the latter dropped dramatically.
       | 
       | The companies releasing DVD movies typically either sold a
       | particular movie in separate "standard" or "widescreen" editions,
       | or bundled them both into the same box/disc because it was clear
       | to _them_ that widescreen in the home was the future. And it was
       | easy: pretty much every film was widescreen already. However,
       | video game makers were targeting the existing market which was
       | mainly 4:3 CRT TVs and designing a game for both aspect ratios
       | was usually not trivial. Hence why there were not many games that
       | supported it. It was just a nice bonus for trade show booths and
       | rich kids.
        
         | mywittyname wrote:
         | I don't think many game devs thought that their creations would
         | live on. Most probably figured their games would be off store
         | shelves in a year or two and completely irrelevant in three to
         | four. So it makes sense they would not have planned for the
         | future.
         | 
         | I'm sure no one, but a few prescient individuals, ever
         | considered retro gaming/emulation would be a huge thing in 30
         | years. Even I can't believe it when I see seven year olds
         | wanting to play SNES games.
         | 
         | The film industry had been around long enough by the 90s to
         | have realized that there will be a market for classic movies
         | and that it behooved the industry to future-proof when
         | possible, especially for blockbuster films.
        
         | kstrauser wrote:
         | We had a Sony Wega TV CRT that had a special "16:9 Enhanced"
         | anamorphic mode that basically narrowed the vertical scan area
         | of the electron gun while keeping the same number of lines. For
         | a while you could find specially mastered DVDs that digitized
         | the source material at a higher than normal vertical
         | resolution. If you played them on a normal TV, everything would
         | appear vertically stretched. If you played them on the Wega (or
         | other similar TVs? _Were_ there others?), then the picture
         | would be scaled down correctly and would appear super sharp and
         | bright.
         | 
         | [0] https://www.manualslib.com/manual/321453/Sony-Wega-
         | Klv-15sr1...
        
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       (page generated 2021-06-18 23:01 UTC)