[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.8326165 [View]
File: 754 KB, 800x600, Crt_shadowmask_versusslotmask.gif [View same] [iqdb] [saucenao] [google]
8326165

>>8326051
>Electron gun shooting at 44.1khz
>Magnets to bend the electrons aim
>Phosphors to turn the electrons into photons
>Multiple layers of phosphors to get RGB

>> No.6631154 [View]
File: 754 KB, 800x600, Crt_shadowmask_versusslotmask.gif [View same] [iqdb] [saucenao] [google]
6631154

>>6631118
Are you high?
Thats before you factor in problems like view angles, color reproduction, color range and black levels.
Can't wait for 120hz 4k OLED, so I can run proper retroarch filters for 240p content.

>> No.6178996 [View]
File: 754 KB, 800x600, Crt_shadowmask_versusslotmask.gif [View same] [iqdb] [saucenao] [google]
6178996

>>6176372
Depends on projector and technology.
Essentially you do not want input lag from a manufacture standpoint, since each frame of input lag needs to be stored and queued.
Once high bandwidth & size RAM became a thing in the very late 90s, you could start making devices with input lag to improve color troughput.

>> No.5727387 [View]
File: 754 KB, 800x600, 1512675676987.gif [View same] [iqdb] [saucenao] [google]
5727387

>> No.4988645 [View]
File: 754 KB, 800x600, 1512675676987.gif [View same] [iqdb] [saucenao] [google]
4988645

>>4988634

>> No.4458270 [View]
File: 754 KB, 800x600, 1513172975458.gif [View same] [iqdb] [saucenao] [google]
4458270

What sort of CRT TV did(or do) you have, /vr/?

>> No.4446990 [View]
File: 754 KB, 800x600, SM.gif [View same] [iqdb] [saucenao] [google]
4446990

Should I look for bigass CRT monitors or will smaller low-end stuff look better for emulation?

>> No.3767415 [View]
File: 754 KB, 800x600, 1369685574167.gif [View same] [iqdb] [saucenao] [google]
3767415

>>3767387
Toshiba 14AF44

It's actually a triad slot mask, but I call them shadowmasks due to their similarities.
The scanlines are harder to see because of the triangular mosaic it makes. I prefer it that way.

>> No.3074726 [View]
File: 754 KB, 800x600, 1369685574167.gif [View same] [iqdb] [saucenao] [google]
3074726

>>3074698

It's not really all that sharp, looks more like big dots

>> No.2496593 [View]
File: 754 KB, 800x600, 1429241806406.gif [View same] [iqdb] [saucenao] [google]
2496593

>>2496574

thanks for being that extra boost of confidence anon. I'm really excited to own a nice crt for once.

>> No.2460027 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
2460027

>still no shadow mask shader for DOSBOX

>> No.2256283 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
2256283

>>2256259
That's only if you actually want to use the monitor as an everyday secondary or playing modern games at high resolution. For retro purposes (you know, what this board encompasses), even a 15" monitor would suffice.

>>2256262
Well, bigger monitors can go with a much higher refresh rate at low resolution than smaller ones, but a possible downside is bigger, thicker scanlines. Some people prefer scanlines to be less obvious, or even invisible. Take for example this comparison of Prince of Persia on both 14" and 17" monitors.

>> No.2210301 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
2210301

>>2210081
Surprised? 17" CRT monitors and above have strong, distinguished scanlines on low resolutions. Only old, tiny monitors don't have them.

>> No.1921847 [View]
File: 754 KB, 800x600, 1371795144120.gif [View same] [iqdb] [saucenao] [google]
1921847

>>1921841
here's an animated version of a similar comparison

>> No.1387731 [View]
File: 754 KB, 800x600, 1360454030492.gif [View same] [iqdb] [saucenao] [google]
1387731

>> No.841471 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
841471

>>841469
I wonder...

>> No.822992 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
822992

>>822983
Well, then again...

>> No.747431 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
747431

>tfw no good CRT monitor

>> No.729134 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
729134

>>723212
Well, hold on now. If we're talking about a VGA era CRT monitor, games would indeed have looked like that without scanlines, as the monitor's resolution would have been 640x480. Even on a Super VGA monitor, due to the large dot pitch, scanlines would have been nearly invisible on line-doubled mode 13h.

But on newer CRT monitors? There are definitely scanlines. One COULD argue since these games were made during an era where they would not have been present or would have been almost invisible, that is the intended look, but on later monitors, while they are capable of displaying mode 13h games without problems, you would get them.

Pic related. First pic is on an older 14" monitor, second on a more modern 17" monitor.

>> No.569449 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
569449

>>569421
Well, it also depends on the monitor. Most monitors from the mid-90's to the 2000's (when they began to be phased out by LCDs) only had somewhat noticeable lines at 640x480, and even then not so much if it was a smaller monitor and it was a common dot triad type.

That said, I had a W900, which was a 24" Sony Trinitron behemoth of a monitor, and at 640x480, the lines were almost as noticeable as a TV's.

Anyway, pic somewhat related.

>> No.358650 [View]
File: 754 KB, 800x600, princecrt.gif [View same] [iqdb] [saucenao] [google]
358650

>>358057
Well, it depends on the monitor. I'm pretty sure older monitors showed them in their native resolution, while newer ones line-double them into 400 to 480 lines.

Navigation
View posts[+24][+48][+96]