NES' "Sprite Flicker"
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NES' "Sprite Flicker"
Read tweets on it nice stuff.
https://twitter.com/matthughson/status/ ... 0505308160
Video games industry veteran Matt Hughson explained The NES was only capable of displaying eight sprites along every horizontal scanline of the screen. If a game went over the hardware's limitations, the console would stop drawing additional sprites beyond the initial eight models it rendered. This limit could potentially leave entire character models partially or even completely invisible depending on their size.
Developers implemented a solution by creating the sprite flicker effect, wherein portions of several character models would disappear and reappear between every frame.
https://twitter.com/matthughson/status/ ... 9528349696
https://twitter.com/matthughson/status/ ... 0505308160
Video games industry veteran Matt Hughson explained The NES was only capable of displaying eight sprites along every horizontal scanline of the screen. If a game went over the hardware's limitations, the console would stop drawing additional sprites beyond the initial eight models it rendered. This limit could potentially leave entire character models partially or even completely invisible depending on their size.
Developers implemented a solution by creating the sprite flicker effect, wherein portions of several character models would disappear and reappear between every frame.
https://twitter.com/matthughson/status/ ... 9528349696
word count: 104
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Re: NES' "Sprite Flicker"
I'm sure there are neat visual effects you could do with this. It would be annoying if used under the wrong conditions.
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