People did care, which is why people who played games competitively continued to use CRT monitors well into the crappy LCD days.
Heck, some people still use CRTs. There’s not too much wrong with them other than being big, heavy, and not being able to display 4k or typically beeing only 4:3.
Idk if it’s just me but I have pretty good hearing, so I can hear the high pitch tone CRTs make and it drives me crazy.
This only happens with TVs or very low quality monitors. The flyback transformer vibrates at a frequency of ~15.7k Hz which is audible to the human ear. However, most PC CRT monitors have a flyback transformer that vibrates at ~32k Hz, which is beyond the human hearing range. So if you are hearing the high frequency noise some CRTs make, it is most likely not coming from a PC monitor.
Its a sound thats a part of the experience, and your brain tunes it out pretty quickly after repeated exposure to it. If the TV is playing sound such as game audio or music it becomes almost undetectable. Unless there is a problem with the flyback transformer circuit, which causes the volume to be higher than its supposed to be.
There is not one crt I ever encountered that I couldn’t hear. So I’m having trouble believing you information.
I could time it out most of the time, but it was always there.
Unless you have tinnitus.
Then you’re possibly going to hear it very frequently.
You beat me to the punch.
We were absolutely considering output delay and hoarding our CRT monitors.
Some of us were also initially concerned about input delay from early USB until we were shown that while it is slower that it was unnoticeable.
I bought a Sun Microsystems 24" widescreen CRT for $400 on eBay back in 2003ish? iirc. It was 100lbs and delivered on a pallet lol. There’s a reason why they didn’t get very big and were mostly 4:3. 1920x1200 and like 30" deep! But, they did exist!
ebay? If you can get an IBM P77 or Sony G220 (they are the same) in good working condition you should be golden. Those are awesome. They go up 170Hz, 75Hz at 1600x1200. And can even do 2048x1536 although that would be out of specs and only 60Hz (barely usable but fucking impressive).
I remember CRTs being washed out, heavy, power hungry, loud, hot, susceptible to burn-in and magnetic fields… The screen has to have a curve, so over ~16" and you get weird distortions. You needed a real heavy and sturdy desk to keep them from wobbling. Someone is romanticizing an era that no one liked. I remember the LCD adoption being very quick and near universal as far as tech advancements go.
As someone who still uses a CRT for specific uses, I feel that you’re misremembering the switch over from CRT to LCD. At the time, LCD were blurry and less vibrant than CRT. Technical advancements have solved this over time.
Late model CRTs were even flat to eliminate the distortion you’re describing.
They’re under a pretty high vacuum inside, so the flat glass has to be thicker to be strong enough
There was always push back in esports
Smash uses CRTs today because of how much pushback there was/is
Melee uses CRTs because it’s an old ass game lol
Ultimate is not played on CRTs
Can someone please explain why CRT is 0 blur and 0 latency when it literally draws each pixel one-by-one using the electron ray running across the screen line-by-line?
The guy inside it drawing them is insanely fast at his job. That’s also why they were so bulky, to fit the guy who does the drawing.
Because it is analog. There are no buffers or anything in between. Your PC sends the image data in analog throug VGA pixel by pixel. These pixels are projected instantly in the requested color on the screen.
And no motion blur because the image is not persistent. LCDs have to change their current image to the new one. The old image stays until it’s replaced. CRTs draw their image line by line and only the the last few lines are actually on screen at any time. It just happens so fast, that, to the human eye, the image looks complete. Although CRTs usually do have noticeable flicker, while LCDs usually do not.
Of course there’s buffers. Once RAM got cheap enough to have a buffer to represent the whole screen, everyone did that. That was in the late 80s/early 90s.
There’s some really bad misconceptions about how latency works on screens.
CRTs (apart from some exceptions) did not have a display buffer. The analog display signal is used to directly control the output of each electron gun in the CRT, without any digital processing happening in-between. The computer on the other end however does have display buffers, just like they do now; however eliminating extra buffers (like those used by modern monitors) does reduce latency.
That makes 0 latency in the monitor, but how much latency is there in the drivers that convert a digital image to analogue signals? Isn’t the latency just moved to the PC side?
I warn you before you dive in, this is a rabbit hole. Some key points (not exact, but to make things more layman): You don’t see in digital, digital is “code”. You see in analog, even on an LCD (think of sound vs video, its the same thing). Digital-only lacked contrast, brightness, color, basically all adjustments. So the signal went back and forth, adding even more latency.
Maybe think of it like a TVs game mode, where all the adjustments are turned off to speed up the digital to analog conversions.
Or like compressed video (digital) vs uncompressed video (analog), where the compression means you can send more data, but latency is added because it is compressed and uncompressed at each end.
When one of your times is in milliseconds, while the other requires awareness of relativistic effects, you might as well call it instant.
The propagation speed in copper is 2/3 C. With analogue monitors, that was effectively amped and thrown at the screen. The phosphate coating is the slowest part, that takes 0.25-0.5ms to respond fully.
By comparison, at the time, “gaming” LCD screens were advertising 23ms response rates.
They don’t have zero latency. It’s a misconception.
The industry standard way to measure screen lag is from the middle of the screen. Let’s say you have a 60Hz display and hit the mouse button to shoot the very moment it’s about to draw the next frame, and the game manages to process the data before the draw starts. The beam would start to draw, and when it gets to the middle of the screen, we take our measurement. That will take 1 / 60 / 2 = 8.3ms.
Some CRTs could do 90Hz, or even higher, but those were really expensive (edit: while keeping a high resolution, anyway). Modern LCDs can do better than any of them, but it took a long time to get there.
Actually 60 Hz was too low to comfortably use a CRT. I think it started to work well at 75 Hz, better 80 or 85. Don’t know if I ever had a 90 Hz one, especially at a resolution above 1280x960. But if you valued your eyes you never went down to 60.
No idea why 60 Hz on an LCD works better, though.
No idea why 60 Hz on an LCD works better, though.
Because LCD pixels are constantly lit up by a backlight. They don’t start to dim in between refresh cycles. They may take some time to change from one state to another, but that is perceived as ghosting, not flickering.
On a CRT the phosporus dots are periodically lit up (or “refreshed”) by an electron beam, and then start to dim afterwards. So the lower the refresh rate, the more time they have to dim in between strobes. On low refresh rates this is perceived as flickering. On higher refresh rates, the dots don’t have enough time to noticably dim, so this is perceived as a more stable image. 60Hz happens to the refresh rate where this flicker effect becomes quite noticable to the human eye.
60Hz is what any NTSC TV would have had for consoles. Plenty of older computers, too. Lots of people gamed that way well into the 2000s.
Incidently, if you do the same calculation above for PAL (50Hz), you end up at 10ms, or about 2ms more lag than NTSC. Many modern LCDs can have response times <2ms (which is on top of the console’s internal framerate matched to NTSC or PAL). The implication for retro consoles is that the lag difference between NTSC CRTs and modern LCDs is about the same as the difference between NTSC and PAL CRTs.
Because it draws those “pixels” as the signal reaches the monitor. When half of a frame is transmitted to a CRT monitor, it’s basically half way done making it visible.
An LCD monitor needs to wait for the entire frame to arrive, before it can be processed and then made visible.
Sometimes the monitor will wait for several frames to arrive before it processes them. This enables some temporal processing. When you put a monitor in gaming mode, it disables (some of) this.
No? Afaik vsync prevents the gpu from sending half drawn frames to the monitor, not the monitor from displaying them. The tearing happens in the gpu buffer Edit: read the edit
Though I’m not sure how valid the part about latency is. In the worst case scenario (transfer of a frame taking the whole previous frame), the latency of an lcd can only be double that of a crt at the same refresh rate, which 120+ hz already compensates for. And for the inherent latency of the screen, most gaming lcd monitors have less than 5 ms of input lag while a crt on average takes half the frame time to display a pixel, so 8 ms.
Edit: thought this over again. On crt those 2 happen simultaneously so the total latency is 8ms + pixel response time (which I don’t know the value of). On lcds, the transfer time should be (video stream bandwidth / cable bandwidth) * frame time. And that runs consecutively with the time to display it, which is frame time / 2 + pixel response time. Which could exceed the crt’s latency
BUT I took the input lag number from my monitor’s rtings page and looking into how they get it, it seems it includes both the transfer time and frame time / 2 and it’s somehow still below 5 ms? That’s weird to me since for that the transfer either needs to happen within <1 ms (impossible) or the entire premise was wrong and lcds do start drawing before the entire frame reaches them
Although pretty sure that’s still not the cause of tearing, which happens due to a frame being progressively rendered and written to the buffer, not because it’s progressively transferred or displayed
The transmission is still the same with the exception of things like VRR and DSC. We still send a VBLANK signal which is the electronic signal to tell a CRT to move up to the top of the screen. We don’t change the way things are sent. It’s still top down, left to right. VSync and HSync are still used but make less obvious sense on LCDs. Digital displays translate this.
Because LCDs convert these signals, we call the time it takes to do the conversion “draw time” but this isn’t as important today. What matters now is the time it takes for a pixel to change one color to another (response time). Because a CRT would fire electrons, the next frame would essentially vanish pretty quickly. LCDs don’t do this.
Conversely OLEDs are plenty fast, but can’t reproduce the same pixel response without inserting a blank frame with Black Frame Insertion which sacrifices brightness and is being slowly removed.
Still, most “lag” comes from transmission time. It takes 1/60s of a second to transmit a full frame at 60hz. Divide that 2 to get the “average” lag and CRTs would measure at 8.3333ms. LCDs were happy to get to 10ms.
Now we can do 120hz which is way more important since even if CRTs are faster, you can get the whole image out in half the time, which “averages” at 4.1666ms, making even a “4ms” slow LCD on PC better than the console running at 60hz on CRT.
And while CRTs could reach high resolution, these were limited by their HSync speed which usually means lower resolution, because a CRT could only move ever so quickly horizontally.
Today that translates to an OLED is best for emulating any console that ran at 60hz and better or as good pixel response time if you are willing to do BFI. The main reason why the competitive Melee community still uses CRT is mostly pricing, second to FUD.
First rule at our LAN parties: You carry your own monitor.
We’d help each other out with carrying equipment and snacks and setting everything up. But that big ass bulky CRT, carry it yourself!
Not necessarily if you’re the one walking in with the DC++ server. Getting that thing up and running was suddenly priority #1 for the entire floor.
Hell, modern displays are just now starting to catch up to CRTs in the input lag and motion blur department.
It was brutal putting up with these shitty LCDs for two whole decades, especially the fact that we had to put up with 60Hz and sub-1080p resolutions, when my CRT was displaying a 1600x1200 picture at 85Hz in the 90s! It wasn’t until I got a 4K 120Hz OLED with VRR and HDR couple years ago that I finally stopped missing CRTs, cause I finally felt like I had something superior.
Twenty fucking years of waiting for something to surpass the good old CRT. Unbelievable.
LCDs came in just in time for me to be attending LAN parties in uni. Got sick of lugging my CRT up the stairs once a week pretty quickly and was glad when I managed to get my hands on an LCD. I can’t even remember if I noticed the downgrade, I was so thrilled with the portability.
If input lag is the only measure for you, ok. But LCDs have surpassed CRTs in pretty much every other metric at least a decade ago.
Not just input lag (I mean I literally mentioned other things too but you obviously didn’t read my entire comment) but also contrast ratio, brightness in LUX, color volume and accuracy, response time, viewing angle, displaying non-native resolutions clearly, flicker, stutter… Should I go on?
All things that LCDs struggled on and still struggle on. OLED fixes most of these issues, and is the only display tech that I’d consider superior to a CRT.
Most people didn’t own a CRT capable of 1600x1200@85Hz, most were barely if any better in resolution department than your average “cube” LCDs (one which I’m currently using besides my main 32" QHD display). I have owned a gargantuan beast like that with a Trinitron tube, I could run it at 120Hz at 1024x768 and at higher resolutions without much flicker, but it had issues with the PCBs cracking, so it was replaced to a much more mediocre and smaller CRT with much lower refresh rates.
In an OLED? They weren’t affordable 10 years ago.
A 10 year old LCD is not good. The resolution and refresh rate is irrelevant if it’s not an OLED, which as I said, is the only display tech good enough to replace a CRT.
Not an OLED, in an IPS LCD. You’re asserting that OLED is the only tech good enough (which is not true, QLED displays are also starting to get good enough to surpass OLED, they’re just more expensive), but the response time of IPS displays frequently got under 10ms as long ago as 2014, and that’s fast enough to be imperceptible by humans. Any other drawbacks of IPS compared to OLED were far worse with CRTs.
And they don’t make that annoying high-pitched shriek.