HackerTube.dev

Sonic behind waterfall - RetroArch shader comparison

PenguinWeirdness · 30.5K views · 2017-03-30 · 1:15

Open on YouTube ↗

If playback is restricted in your region, try opening the original video. Use Mark watched to add it to your marked videos.

Overview

A one-minute demo comparing RetroArch shaders on the Sonic the Hedgehog waterfall, where Sega Genesis dithering creates a transparency effect. It shows how different shaders emulate the CRT look.

On Hacker News

HN cites it as the example showing why CRT emulation is needed to render effects the original artists intended.

Recommended by 1 HN people across 1 months · HN mentions 2020–2024

Topics

Search by tags

What people said

mikepurvis · 2020-12 · Recommendation

For interested parties, here's a video that shows the Sonic waterfall in motion with various CRT-simulating shaders applied on top: [VIDEO]

Read the original HN comment ↗
gjsman-1000 · 2024-07 · Reference

Another example of this, is the waterfalls in Sonic the Hedgehog. No, it’s not meant to look like alternating blue lines on the remasters (even though that looks decent enough). In a CRT TV, that alternating pattern would have created a translucency effect after the smearing. Here’s a shader comparison which tries to properly recreate this: [VIDEO]

Read the original HN comment ↗
lloeki · 2023-10 · Reference

> I think there's an argument that pixel art was designed for CRT displays and thus optimized for it In many cases there is no argument to be had. [LINK] These sprites are terrible without CRT-ness (skeleton has pixels unbalanced, clearly placed for an antialiasing effect; beast is unshaded). Also, look at that waterfall, for which filters have a hard time, either inefficient or making the rest of the scene excessively blurry. [VIDEO] For some games I think the flat pixely look is OK, e.g Zelda III, although I personally prefer the darker, smoother, less saturated look of CRT which in my mind betters conveys the grim ambience than the unfiltered cel-shaded-y one. For others, either specific bits (Chrono Trigger's overworld map) or the whole thing is plain bad. > However, I think modern games with the pixel art aesthetic look best crisp. I would concur. Old game art was designed for CRT... and on CRT , whereas modern games are designed for and on pixel-perfect LCDs, and there's nothing wrong with that. It's a bit like viewing a hinted vector font with vs without antialiasing (old games) [LINK] vs a bitmap font meant to land on the pixel grid exactly (modern pixel art) [LINK] Old games that were designed in the latter way are perfectly fine on LCDs, but those that hinged on it are terrible.

Read the original HN comment ↗

Sources

Video by PenguinWeirdness, played through YouTube.

Data and selection notes

HN summaries and labels may contain AI errors. HN dates refer to discussions, not video publication.

HN Library: HackerTube export (2026-10-31) and open-index/hacker-news. Upstream summaries and classifications may contain AI errors.

Views, duration and playback status refresh separately from the published catalog. When an update fails, existing data remains visible.

Selection checks
  • SaaS & AI candidates: Topic keywords do not match
  • Editor-approved picks: Editorial review is required

Rule matches identify candidates. They do not guarantee video quality or financial results.

About the library and its sources