![]() The best compromise for sharp pixels without these drawbacks is to use a shader from the 'interpolation' directory, such as the o.g. Unfiltered, nearest neighbor is as sharp as you can get, but it can cause uneven pixel sizes with non-integer scale factors, which means you have to use less of your screen and/or suffer from inaccurate aspect ratios. It's all a taste thing, but as time goes on (and fewer and fewer people have actually seen these games in their original context), users are more accepting of and express a preference toward ultra-sharp pixels. Sometimes a CRT scanline shader looks even better than a LCD/Grid shader, it gives a SNES-style look that's often even better than a GBA shader. Like someone said, CRT Shaders also make GBA games look good. Though it depends on the game and the release date, and on which GBA revision hardware it was made for. ![]() The color palettes were made to be viewed through the dull screen, which is why they over-saturated them. You mentioned you like the saturated colors, but keep in mind it's usually not what the artists intended.They're like scanline filters but a grid mimicking LCD handhelds. Combined with that GBA-Color, you want LCD 3x or LCD 2x, sometimes these are listed as "Grid".You want GBA-Color shader, assuming the core feature for adjusted GBA colors is turned off.Bilinear filtering makes pixel art look horrible, though many people don't realize this (usually because they're comparing it with raw unfiltered pixels, which is also wrong and bad).
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