this post was submitted on 04 Mar 2025
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if the 90's were defined by classic retro videogames with pixel and "old" graphics, then why was music and images so high quality?? for example, in 1995 radiohead released "the bends", a cool album!! but it doesn't sound like it was made in 1995, because in 1995 videogames were pixelated and had blurry graphics, shouldn't it have been that way too?? if technology was that way in 1995?? why does that album sound so high quality and modern if it was made around the same time old retro games were made?? thank you!?

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[–] mrcleanup@lemmy.world 18 points 1 week ago (1 children)

I think people may be missing a big factor in their replies. The graphics and audio on video games is digital, but music and video used in the rest of the world had been maturing for quite some time as analog.

Think about a record, you are capturing the vibrations of the noise directly into physical media. Digital requires translating that somehow into a pattern of 1s and 0s, and at the beginning, we just weren't that good at it and memory chips were just painfully small at that time.

[–] PlzGivHugs@sh.itjust.works 4 points 1 week ago* (last edited 1 week ago) (1 children)

In 1995 CDs were already well-established and quickly becoming the standard. Digital audio had already been around for decades, and the main distribution method was digital.

[–] mrcleanup@lemmy.world 2 points 1 week ago (1 children)

I think you are getting too caught up in their stating "1995". Video game graphics had already improved a lot by then. By talking about "pixelated" they probably really mean mid to late 80s technology. Heck, even in 1995 they were still using digital video disks the size of records.

When you compare that to the amount of memory in video game consoles, they had to keep things simple and couldn't afford to go fill professional digital audio.

[–] PlzGivHugs@sh.itjust.works 1 points 1 week ago* (last edited 1 week ago)

When you compare that to the amount of memory in video game consoles, they had to keep things simple and couldn't afford to go fill professional digital audio.

This was my intended point. The problem wasn't digital verus analog. It was more that home computers couldn't run something as complex as a game with resources that high-quality. Even 3D games following 1995 (since that was the start of at-home, 3D games) were running at low resolutions with low poly, low-res assets and lower quality sound because anything more would be too expensive.