I regret taking all my old tube monitors to Goodwill back in the mid-2000s. I saved a Commodore 1942, at least, but I sent all the rest away to die.
I appreciate the CRT modeling in emulators, but a hardware device that passes thru a display signal and provided sub-frame CRT artifacting and phosphor modeling (particularly if it supported 240P) would be bitchin'.
trenchpilgrim · 4h ago
Some images to demonstrate how retro games look on CRT vs unfiltered on a modern display:
Modern emulators have post-processing filters to simulate the look, which is great. But it's not quite the same as the real thing.
dangson · 1h ago
This helps validate my memories of SNES and PS1 games looking so much better when I was a kid than on an emulator today.
nomel · 4h ago
> But it's not quite the same as the real thing.
To be fair, with modern "retina" HDR displays, it should be very very close.
mrob · 3h ago
The most important element of the CRT look is the fast phosphor decay. This is why CRTs have so little sample-and-hold blur. No other hardware can simulate it perfectly, but a 480Hz OLED display comes close:
I appreciate the CRT modeling in emulators, but a hardware device that passes thru a display signal and provided sub-frame CRT artifacting and phosphor modeling (particularly if it supported 240P) would be bitchin'.
https://x.com/ruuupu1
https://old.reddit.com/r/crtgaming/comments/owdtpu/thats_why...
https://old.reddit.com/r/gaming/comments/anwgxf/here_is_an_e...
Modern emulators have post-processing filters to simulate the look, which is great. But it's not quite the same as the real thing.
To be fair, with modern "retina" HDR displays, it should be very very close.
https://blurbusters.com/crt-simulation-in-a-gpu-shader-looks...