Dithering on the Sega Genesis with Composite Video

333K views · 8 years ago · explainer · intermediate · evergreen

Displaced Gamers explains how Sega Genesis games used dithering patterns that blend into smooth shading over composite video. It compares the look on a period TV with RGB output and modern displays, using Sonic's waterfalls as the main example.

HN points to it as the detailed explanation of why old pixel art was drawn for the smear of a CRT and composite signal, and looks wrong on sharp modern screens.

“Gorgeous translucent waterfalls on the family TV of the time.”

4 comments from Hacker News

C
@CharlesW2024 · in “Dithering on the Sega Genesis with Composite Video”
Submitted the video to Hacker News.
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c
@codetrotter2019 · in “A Pixel Artist Renounces Pixel Art (2015)”
This video talks and shows in great detail exactly those things. ▶ this video
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@teddyh2025 · in “The movie mistake mystery from "Revenge of the Sith"”
In that Imgur link I gave, a comment by “Illithidbane” linked to this YouTube video, which is all about the waterfall and RGB vs. composite: <▶ this video>
e
@egypturnash2025 · in “Subpixel Snake [video]”
Sonic the Hedgehog, 1991. First level of the game. Gorgeous translucent waterfalls on the family TV of the time. Weird solid vertical bars on a high-end monitor or in a modern emulation. ▶ this video Artists couldn't plan for a very specific amount of smear but they sure could plan for a general amount of smear.