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/vr/ - Retro Games

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>> No.9005752 [View]
File: 108 KB, 400x381, 147989727069.png [View same] [iqdb] [saucenao] [google]
9005752

>>9003589
>>9003615
>>9003636
So here's the breakdown for what needs to happen to emulate CRTs

>8K to 10K resolution or higher MicroLED to properly emulate shaders ala Sony Megatron shader at full strength
>High brightness to use BFI/Strobing
>Zero input lag if good electronics are used ala Zisworks LCD

HARD MODE
>8K/10K resolution at 1000hz uncompressed(this requires a shit ton of bandwidth) to simulate CRT Phosphor Fade granularity so you have slower fall times(255-0 transitions from fading to black would be more gradual like in CRT leading to phosphor trails and more motion blur but at the benefit of less harsh flicker)

The CRT phosphor fade emulation combined with high resolution shaders will be the toughest to emulate since the bandwidth for 8K/10K at 1000hz uncompressed is just so fucking high that even DisplayPort 2.0(which is hardly supported at present) doesn't come close.

>> No.8504646 [View]
File: 108 KB, 400x381, 78A68F3B-DF1D-4CD8-AAF0-D720D2C97DE8.png [View same] [iqdb] [saucenao] [google]
8504646

>>8502314
>no attack button
>just walk into enemies
>maybe they die, maybe you die
>fun

>> No.6435984 [View]
File: 108 KB, 400x381, 1588671432964.png [View same] [iqdb] [saucenao] [google]
6435984

>>6433949
>doesn't know casiopea

>> No.3874954 [View]
File: 108 KB, 400x381, disappointment.png [View same] [iqdb] [saucenao] [google]
3874954

>pick up a key/flip a switch/pick up a large powerup
>a bunch of monsters spawn

wow, so original, Carmack would be proud

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