I've been using CRTs again for the first time in a few years and none of these really capture the way they look.
Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
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Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#12cool!
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#13Digital Foundry did some good videos on CRT and Gaming, how lower resolutions looked so well, and could crank up the ray tracing at lower resolution. We really traded high pixel count for the CRT's blending of pixels with higher refresh. >DF Direct: CRT Displays - Was LCD A Big Mistake For Gaming? https://www.youtube.com/watch?v=tvRyVZWuvQ4 >DF Direct! Modern Games Look Amazing On CRT Monitors... Yes, Better than LCD…
You were guaranteed a near-gaussian point in the output, and from a signal-processing POV, this makes filtering and display just really beautiful and easy to do right. For instance, you could do a totally convincing subpixel translation with no visible artifacts.
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#14This article breaks it down in wonderful detail: http://renderingpipeline.com/2013/09/measuring-input-latency...
The TL;DR is that on a "modern" stack (USB, display buffering, etc) with a 60hz display you're looking at over 100ms of input latency. You can roughly halve that with a 120hz display.
But it won't ever touch the sub-16ms latency that's possible with a "retro" 8/16-bit console hooked up to a CRT display.
A lot of those games were garbage, but damn... it felt like your brain was wired directly into the machine. A very very cool part of the experience that is being lost to time.
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#15Digital Foundry did some good videos on CRT and Gaming, how lower resolutions looked so well, and could crank up the ray tracing at lower resolution. We really traded high pixel count for the CRT's blending of pixels with higher refresh. >DF Direct: CRT Displays - Was LCD A Big Mistake For Gaming? https://www.youtube.com/watch?v=tvRyVZWuvQ4 >DF Direct! Modern Games Look Amazing On CRT Monitors... Yes, Better than LCD…
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#16I've been using CRTs again for the first time in a few years and none of these really capture the way they look.
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#17I suspect (worry?) that a lot of folks miss out on the other thrill of physical CRTs... an experience that is as close to zero latency as is physically possible. This article breaks it down in wonderful detail: http://renderingpipeline.com/2013/09/measuring-input-latency... The TL;DR is that on a "modern" stack (USB, display buffering, etc) with a 60hz display you're looking at over 100ms of input latency. You can ro…
I also remember vector displays first-hand.. those were pretty awesome. You're never going to get a vector graphics experience ever on an LCD because LCDs are rasterized pixels not a drawn line.
No one will ever make a limited run of CRTs or vector monitors ever again, but I wish they would. People would buy them.
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#18Digital Foundry did some good videos on CRT and Gaming, how lower resolutions looked so well, and could crank up the ray tracing at lower resolution. We really traded high pixel count for the CRT's blending of pixels with higher refresh. >DF Direct: CRT Displays - Was LCD A Big Mistake For Gaming? https://www.youtube.com/watch?v=tvRyVZWuvQ4 >DF Direct! Modern Games Look Amazing On CRT Monitors... Yes, Better than LCD…
haha so it is happening... CRTs are for gaming, in the same vein LPs are better for music, and valves are better for amps, etc, etc
(and there is absolutely no reason to care, but you are making a comment, so you seem to care a little)
...the tradeoffs are really fascinating. Don't think of it as one being better. It's just a different set of tradeoffs. CRTs are objectively better at some things, and are of course also objectively worse in a lot of obvious ways.
I would say that LPs and tube amps are objectively worse than their modern counterparts in every way. But the tradeoffs involved and the subjective issues are cool and sometimes do make for a better subjective experience in some ways.
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#19Earlier quoted context omitted.
haha so it is happening... CRTs are for gaming, in the same vein LPs are better for music, and valves are better for amps, etc, etc
If you care about this stuff... (and there is absolutely no reason to care, but you are making a comment, so you seem to care a little) ...the tradeoffs are really fascinating. Don't think of it as one being better. It's just a different set of tradeoffs. CRTs are objectively better at some things, and are of course also objectively worse in a lot of obvious ways. I would say that LPs and tube amps are objectively wo…
Re: Simulating CRT Monitors with FFmpeg (Pt. 1: Color CRTs)
#20I suspect (worry?) that a lot of folks miss out on the other thrill of physical CRTs... an experience that is as close to zero latency as is physically possible. This article breaks it down in wonderful detail: http://renderingpipeline.com/2013/09/measuring-input-latency... The TL;DR is that on a "modern" stack (USB, display buffering, etc) with a 60hz display you're looking at over 100ms of input latency. You can ro…
I think if you use a 120Hz monitor on a Linux text console, it would be sub 20ms.