For things like a pan -- you have to apply it globally because your eye movements will smear the static pixels and motionblur them across your retinas. However, the CRT simulator actually is variable-MPRT; it does…
You need a large native:simulated Hz ratio in order to accurate a CRT accurately. It's laws of physics, sadly. I need to update a pixel multiple times per videogame frame, just to accurately simulate a CRT. 120Hz = up…
It already sort of does that, through a clever variable-MPRT algorithm.
You need a large native:simulated Hz ratio. I recommend at least 4. Which means 240Hz to simulate a 60Hz better.
Even 480Hz looks great for office use; very ergonomic -- browser scrolling has 87.5% less motion blur than a 60Hz OLED and about 90-92% less motion blur than a 60Hz DELL LCD.
Thank you! It's in Retroarch now
- Turn off HDR, use Adobe sRGB both at OS level, display icc level, and display menu level. The math in the CRT simulator is optimized for the gamma2linear/linear2gamma math, needed for Talbot-Plateau Theorem, and it…
Yes. Retroarch now has the CRT simulator built in. I recommend 240Hz OLED in arcade cabinets to emulate 60Hz CRT, do not skimp on Hz. More Hz is better for CRT simulators, due to a very important temporal principle, you…
240Hz is more recommended, 120Hz does not give much benefit, especially on small screens. If your screen is bigger you may notice, but it starts to become noticeable if done on OLED instead of LCD, or if you increase…
Alas, software, and operating systems full of stuff sometimes does it... This CRT simulator almost requires a dedicated GPU (AMD, NVIDIA, Radeon) and nothing running in the background, since it's a software-based…
I'm the author of this shader, here's some tips: - Throw as much native:emulated Hz ratio as you can. - 120Hz = up to 50% blur reduction - 240Hz = up to 75% blur reduction - 480Hz = up to 87.5% blur reduction -…
For things like a pan -- you have to apply it globally because your eye movements will smear the static pixels and motionblur them across your retinas. However, the CRT simulator actually is variable-MPRT; it does…
You need a large native:simulated Hz ratio in order to accurate a CRT accurately. It's laws of physics, sadly. I need to update a pixel multiple times per videogame frame, just to accurately simulate a CRT. 120Hz = up…
It already sort of does that, through a clever variable-MPRT algorithm.
You need a large native:simulated Hz ratio. I recommend at least 4. Which means 240Hz to simulate a 60Hz better.
Even 480Hz looks great for office use; very ergonomic -- browser scrolling has 87.5% less motion blur than a 60Hz OLED and about 90-92% less motion blur than a 60Hz DELL LCD.
Thank you! It's in Retroarch now
- Turn off HDR, use Adobe sRGB both at OS level, display icc level, and display menu level. The math in the CRT simulator is optimized for the gamma2linear/linear2gamma math, needed for Talbot-Plateau Theorem, and it…
Yes. Retroarch now has the CRT simulator built in. I recommend 240Hz OLED in arcade cabinets to emulate 60Hz CRT, do not skimp on Hz. More Hz is better for CRT simulators, due to a very important temporal principle, you…
240Hz is more recommended, 120Hz does not give much benefit, especially on small screens. If your screen is bigger you may notice, but it starts to become noticeable if done on OLED instead of LCD, or if you increase…
Alas, software, and operating systems full of stuff sometimes does it... This CRT simulator almost requires a dedicated GPU (AMD, NVIDIA, Radeon) and nothing running in the background, since it's a software-based…
I'm the author of this shader, here's some tips: - Throw as much native:emulated Hz ratio as you can. - 120Hz = up to 50% blur reduction - 240Hz = up to 75% blur reduction - 480Hz = up to 87.5% blur reduction -…