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Re:Japan's washi paper torn by modern life by mrob on Wednesday June 26, 2019 @12:25PM (#20286455)
That's assuming that the pixels are point samples, which isn't true of pixel art. Consider the typewriter on Crono's desk at the start of Chrono Trigger, where a single pixel checkerboard pattern is used to represent the keys. The best way to scale this is nearest-neighbor. The same technique is used in many games to represent chainmail armor.
Re:Japan's washi paper torn by modern life by 0815test on Wednesday June 26, 2019 @12:45PM (#20286699)
It's assuming that "a pixel is a point sample" is a better model, even of pixel art, than "a pixel is literally a small square". Checkerboard patterns are also used quite often for simple dithering (in pixel art with smaller-palettes) which is perhaps the polar opposite of your example! (And if you really don't want blurring, most pixel-art-specific scaling algorithms will nicely match nearest neighbor on that particular pattern, while still doing their best to smooth out "jaggies" elsewhere.)
Re:Japan's washi paper torn by modern life by mrob on Wednesday June 26, 2019 @01:05PM (#20286890)
How can the scaling algorithm distinguish between "checkerboard representing high spatial frequency detail" and "checkerboard representing intermediate color"? There are games that use both. The only scaling technique I know that can do this with acceptable accuracy (in real time!) is "human brain scaling".