Remix.run Logo
trenchpilgrim a day ago

Some images to demonstrate how retro games look on CRT vs unfiltered on a modern display:

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.

dangson 19 hours ago | parent | next [-]

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 a day ago | parent | prev [-]

> 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 20 hours ago | parent | next [-]

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:

https://blurbusters.com/crt-simulation-in-a-gpu-shader-looks...

hulitu 5 hours ago | parent | prev [-]

> it should be very very close

It should. It isn't. For some obscure reason, VGA colours look different on every modern LCD.

nomel an hour ago | parent | next [-]

Most modern displays are calibrated, to some reasonable level, and can easily accommodate the very limited gamut of an old CRT, especially anything supporting HDR10. I suspect this is more of "they need to be fudged so they're wrong" more than anything.

nomel an hour ago | parent | prev [-]

Most modern displays are calibrated, to some reasonable level, and can easily accommodate the very limited gamut of an old CRT. I suspect this is more of "they need to be corrected so they're wrong" more than anything.