True, as we see as color bit depth and pixel resolution change, such as the sprite for Mario in Super Mario Bros. and Super Mario World, no level of dynamic filtering is going to turn the one into the other, and with an expanded palette they painted a completely different world.
And, I agree! That there are an expanding ways to play the same game visually is fantastic, and finding that RA supports more filters to that respect, and that most of them are customizable is a huge leap over the same 15 filters we’ve had available for the past 20ish years.
One of the things that bothers me in emulation culture (no implication on this thread. I’ve neither read all the posts or have gotten a sense of the sentiment) is that the idea that filtering toward CRT visuals is the ONLY way to play, and I just disagree with that. Sometimes it’s nice, sometimes just crisp pixels works well, and most of the time I like to play with smooth lines, expanded color depth (accomplished through the color blending done by AA [see the vines in my screenshot]) and sharp, otherwise unblurred visuals. All of the options are valid, I’d just like to see more love for non-destructive tooling around with the visuals without doing any direct alteration to sprite palettes or otherwise modding the ROM itself. I don’t have any problem with that, either, mind you, so long as proper credit is given/remains intact after any mod, and personally in this respect I’m mostly only interested in translations and restorations of original content, such as the script for Final Fantasy VI, restoration of the proper series number, and retention of items still in the code that were removed for the western release.
… Which is entirely off topic but vaguely related.