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Nearest-neighbour, low-resolution rotation produces unpleasant results when the sprite contains fine details with a thickness of one or two pixels, e.g. outlines: https://imgur.com/a/UiAZ49z

Artistic preferences are subjective, but I expect most players would find that rotated sprite unappealing. This is especially true when the rotation is animated - the aliasing causes a distracting, staticky, random-noise effect which gives the impression that the sprite's fine details are chaotically changing. It's almost the aesthetic opposite of what most pixel artists are aiming for.



> Nearest-neighbour, low-resolution rotation produces unpleasant results…

That’s the reason why some games use versions of the rotated sprites that have been tweaked by hand. See also tools like RotSprite (http://info.sonicretro.org/RotSprite).


Back in the day I found Privateer's in-game rotations jarring and hideous. Modern games and remasters should at least use higher resolution frame buffers, even if they downscale back to OG--ideally using high color and alpha channels. And I think higher resolution rendering is fine too.




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