| > If the software is written well, it will be sufficiently cross-platform and modular enough Yes … well … We brought on via acquisition a bunch of Windows devs. It turns out we can't even clone the repository onto their laptops: some files in the repo have ":" in the filename, which is forbidden. There's a "aux.rs", also a verboten filename in Windows. And then there were some that differed only in case, which honestly I don't know how we manage that, as the non-Windows side is macOS, and yet roughly once per year someone introduces two files, same name, differing case into the repo. > that "CRT" shader Okay … that's not what CRTs looked like. Like, the curve seems way overdone compared to my memory, and IIRC the "lines" affect was really only visible on TV/camera. I have no memory of noticing it IRL, and I spent plenty of time at a command prompt. (E.g., this random example — https://i.redd.it/1s3ny22b2va51.jpg — matches my memory pretty closely.) (Also there were flat screen CRTs, but those were relatively late to the game and were rapidly obsoleted by actual flat screens.) Edit: but also I want to play a round of Hack¹ with that shader. ¹i.e., quest for The Amulet of Yendor; you might know the newer incarnation, NetHack, but I didn't play that until flat screens, I think; the CRT time would have been on Hack. |
Some people were more sensitive to CRT flickers than others but it didn't look like that, even at 60hz (a low rate for a PC monitor). It was more a flashing-the-whole-screen-on-and-off-constantly effect; the effect of moving lines in videos move far slower than 60hz.