I got a series s when it was on offer mainly for dev mode and so I could leech of my dad's gamepass premium. though tbh my housemate uses it a lot more than me as I've been too fixated on my softmodded wii lol
technically yes cause it's a feature built into the hardware but it depends on if the game uses lots of audio at low sample-rates. Some developers would do this to certain sound effects assuming that the interpolation would smooth it out.
it...
I mean I don't think the SNES scales smoothly to 480p either - so I think SNES9XRX either has some subtle filtering going on or is doing some VI trickery. Probably the former.
I don't think some kind of subtle filtering that retains sharp pixels...
I tried out castlevania symphony of the night with bilinear filitering turned off, and found it has quite bad pixel shimmering artifacts when scrolling - meaning that pixels aren't evenly spaced properly. I think this is because it runs at...
essentially 240p is the resolution these games originally rendered at, so if you have a CRT or a good upscaler (like an OSSC or retrotink) it can be good to output at this resolution as it will look the most crisp. however most modern flatscreen...
I've never read anything besides speculation on modifying VC games to alter inputs. It's probably possible, but not something the scene ever sussed out (and released publicly).
There are tools for modifying controls on the Wii in some instances...
One of the problems I often hear about with the N64 virtual console games on Wii is that the sensitivity/deadzones of the analogue stick are wrong - for instance, it can be harder to aim precisely as the analogue stick reaches its "max value" too...
btw i feel this a good time to remind you guys that sea of thieves was made by rare, who also made DKC1-3 and DK64, alongside banjo kazooie and conker's bad fur day