Discussion
Analog's Substack
ramesh31: You can't accomplish this with a shader?
PowerElectronix: My advice to anyone even minimally interested in retro games or just clear motion in the image is to get a cheap crt monitor and play a bit with it. You'll surely will appreciate that even against today monitors they hold their ground very well (not in brightness, though) and easily surpass them in motion clarity.We did lose quite a lot when we trasitioned to lcd screens.
freedomben: Very interesting. I grew up with CRTs and didn't even use an LCD screen until in my 20s. It felt magical. Then LED screens (especially the black of OLED) felt even more magical. I've never considered that CRTs might have been superior for some things.I do remember playing some NES games on emulators on LED screens and thinking the weather effects and such looked pretty bad compared to the CRT experience I remembered, but hadn't gone much deeper than that. I'll have to try and find a CRT and do some tests
Insanity: I started out gaming on CRTs in the late 90s. Moved to LCD in the mid-2000s and haven't looked back. I don't miss CRTs, not least the bulkiness of them lol.
fluoridation: ...What?>But a CRT isn’t a camera filming the world. Its a physical device that generates an image as an output of physical process. [...] That’s not a post-process overlay or filter effect, its an entirely different mental model of what it means to draw or render an image. I think this is why I struggled when trying to bolt this onto a modern engine. The foundations between the two models is just so fundamentally different. At this point, I was already beginning to consider my options. I was half inclined to give up.An LCD or an OLED are also not cameras. I honestly don't understand what insight this person believes they've stumbled upon.This is also very mystifying:>The frame is never a single instant, its a culmination of integrations over time.Strictly speaking, a CRT doesn't understand frames. It just fires whatever intensity of electrons is indicated by an analog signal at any given time as the magnets steer the beam across the screen in whatever pattern has been designed into them. If the tube is controlled by a digital source, there will likely be some kind of framebuffer of some size somewhere on the pipeline that stores at least a full scanline, and nowadays invariably a complete frame, so a DAC can convert the values in it to the analog signal expected by the gun.The entire article supposedly addresses the "why", but after getting to the end, I still don't understand the why. What's wrong with Unity or Unreal architecturally that this guy's engine addresses?