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by turnsout 989 days ago
CRTs absolutely DO "ghost." Much like turning off a filament light bulb, the phosphors respond instantly, but there's a long tail where they fade out. In practice, it's not perceptible, just as it's not perceptible in any good LCD or OLED.

There were also a few wrong numbers in this video, such as the idea of a normal CRT refreshing 75 times a second (nope).

And I was expecting some discussion of interlacing, which had a big impact on how pixels and animations appeared on CRTs.

But I agree—it was fun to watch!

2 comments

> And I was expecting some discussion of interlacing, which had a big impact on how pixels and animations appeared on CRTs.

Not for 8-bit systems and the vast majority of games on 16-bit systems. AFAIK, all of the 8-bit systems used not-standard video where all frames were odd frames or all frames were even frames, so you got 50/60 Hz progressive video with no interlacing (240p in NTSC, 256p in PAL; both subject to not all systems put meaningful output on all lines). Some 16-bit systems allowed for interlaced modes, but it was rarely used. Fifth generation (N64/PSX/Saturn/etc) made interlacing a lot more common; those systems were more likely to render to a frame buffer and then you can send half the lines in each field and get an increase in vertical detail much easier than getting the same effect working with a sprite engine.

The trails can be fun. Playing monochrome bitmap or vector games like ASTEROIDS, in the dark on a CRT with contrast up, brightness down to black, looks and feels, plays amazing!